the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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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 ⇒ (5) + 6 = 11


A pair of orcs blunder past the party in the night but are no more observant than Dol, Char, and Maq. Maq catches sight of them at a distance as they move away from the party's site and head North.

Morning. 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

Will look for any reasonable way to cross the lava and signs of Deadeye's passage. If we can't find either will go back to the orc room and examine that passage.

perception: 1d20 + 7 ⇒ (18) + 7 = 25
survival: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14


As you approach the lava the heat intensifies and you all begin to sweat. The lava does flow from one side of the cavern to the other side and is 20 feet across at its narrow point and about 40 feet across at its widest. There are no obvious ways across other than a spectacular jump or flying. As you search your side of the lava you spot a humanoid form climbing out of hole in the ground on the far side about 100 feet away. As the humanoid stands you recognize him as the wererat (hybrid form) that you fought in the great cavern. He is carrying a large bundle over one shoulder and a particularly large direrat follows him out of the hole. The wererat locks gazes with the party and starts to laugh.

"Well hello my persistent fellows, do you really wish for death? You rush towards it with such determination! I would love to stay and play but I have deadlines to keep, but I'm sure the orcs will provide you with plenty of entertainment in my place!"


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

Act like I can't hear him and mouth/motion for him to come closer. If he does drill him with an arrow.

bluff: 1d20 - 2 ⇒ (5) - 2 = 3
arrow if it works: 1d20 + 4 ⇒ (12) + 4 = 16

Assuming all of that falls through (given my amazing bluff skillz), Let's head back to that orc cave and see if we can find a tunnel to take us to the other side of the lava so I can get a crack at Ratty McRatterson.

perception: 1d20 + 7 ⇒ (7) + 7 = 14
survival: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17


Any actions Maqej?


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

Keep an eye out behind us...


"Nice try my dwarven friend, do your best not to get killed by the orcs and their pets! It would be more satisfying if Ben gets to see me kill you."

He shifts the large bundle he is carrying to his other shoulder and walks quickly away.

The party heads back to the Orc cave and views the entrance from a safe distance about half an hour later. A night has passed since you were last here, if other orcs live below they have likely found the dead bodies you left behind.


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

Rest up to get full health/power and then head down.

perception on watch: 1d20 + 7 ⇒ (6) + 7 = 13

perception entering the tunnel/room: 1d20 + 7 ⇒ (8) + 7 = 15

Try and be as quiet as I can.

stealth just in case: 1d20 + 3 ⇒ (17) + 3 = 20


The party rested near the lava flow so everyone is at full hp and spells.

Char:
perception: 1d20 + 5 ⇒ (12) + 5 = 17
stealth: 1d20 + 14 ⇒ (18) + 14 = 32

Need perception and stealth from Maq.


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 ⇒ (8) + 6 = 14

stealth: 1d20 + 3 ⇒ (9) + 3 = 12

here they are


dm screen:

perception: 1d20 + 5 ⇒ (4) + 5 = 9

As the party approaches the entrance a second time you once again see the flickering light of a fire. You hear a voice speaking in orcish.

orcish:
"We are moving up in the world boys, now that Rolg and his crew got themselves killed we have our own room, no more cavern for us." You here some orcish laughter in response, maybe from 2-3 additional orcs.


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

Whispers to Maqej and Char, Maqej, can you get up there and blast them with your rainbow spray? I'll be right behind you to clean up the mess. Char, how about a blessing before we go to work.

Catch Char's bleessing, then let Maqej rock them to sleep with his spell power and kill any that stay up.

DD: 1d20 + 5 + 1 + 2 ⇒ (11) + 5 + 1 + 2 = 19
1d10 + 9 ⇒ (1) + 9 = 10
cleave: 1d20 + 5 + 1 + 2 ⇒ (16) + 5 + 1 + 2 = 24
1d10 + 9 ⇒ (9) + 9 = 18


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

Sneak up and blast them with a color spray

perception: 1d20 + 6 ⇒ (17) + 6 = 23
stealth: 1d20 + 3 ⇒ (20) + 3 = 23


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
Maqej Lek wrote:

Sneak up and blast them with a color spray

[dice=perception]1d20 + 6
[dice=stealth]1d20 + 3

GREAT rolling!


Char delivers a blessing to the party.

Maq sneaks up and hesitates for several moments as Dol waits anxiously wondering why he doesn't strike, when all 4 of the orcs are positioned within the potential cone of his spell, Maq blasts them knocking them down to the ground. Dol and Char swarm into the room and help deliver a quick death to the unconscious orcs.

The room is furnished the same as when you last saw it, but the previous blood stains have been mostly cleaned up. The four orcs are outfitted with studded leather and great clubs. There is a nice looking backpack sitting on sole table.

will save: 1d20 + 2 ⇒ (3) + 2 = 5
will save: 1d20 + 2 ⇒ (14) + 2 = 16
will save: 1d20 + 2 ⇒ (3) + 2 = 5
will save: 1d20 + 2 ⇒ (10) + 2 = 12


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

Quietly-Great job Maqej! Maybe we should have you in the front from now on and I'll hang out in the back!~smiles.

Look through the backpack quickly whilst keeping and eye on the remaining entrance to this room. Once I get a sense of what's in the pack, I take it and move forward down the hallway.

perception pack: 1d20 + 7 ⇒ (4) + 7 = 11

perception hallway: 1d20 + 7 ⇒ (4) + 7 = 11
stealth: 1d20 + 3 ⇒ (6) + 3 = 9


You find nothing in the pack.

The hallway is about 5' across and 8' high, smells a bit of urine, you figure from the worg. The passage leads more or less in the direction of the lava. There is a side passage to the left at about 25' down the passage and the entire passage turns to the right at about 45'.


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

Maqej, maybe you can see if this pack is magical at some point, eh?

Check out the side passage:

perception: 1d20 + 7 ⇒ (5) + 7 = 12
stealth: 1d20 + 3 ⇒ (11) + 3 = 14


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

when i get a chance, cast detect magic on the pack


The side passage is short and leads back up to the surface where it ends by a rocky outcropping that pretty much hides it from view. You figure the worg that attacked you during your previous visit could have used this passage to get outside and then sneak up on you from behind.

Maq determines the pack is a handy haversack and his magic also reveals a secret compartment with 2 potions: levitation (lasts 3 minutes) and resist energy fire 10 (lasts 30 minutes).


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

That's a lucky find for us Maqej! Not sure where scum like these would have found such a valuable item, but I'll not be the one to refuse Desna's gift. Why don't you or Char take it as it should allow you to carry significantly more than you otherwise would. I don't want to brag, but everyone knows the Dwarves are the pack mules of the Dark and giving me that pack would be like giving fire to a dragon.

Go down the remaining passage headed towards the lava.

perception: 1d20 + 7 ⇒ (7) + 7 = 14
stealth: 1d20 + 3 ⇒ (17) + 3 = 20


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'll carry it.


trap stealth: 1d20 + 12 ⇒ (8) + 12 = 20

Dolgrin moves stealthily down the hall but misses a pit trap. He breaks through the surface and starts to fall but his ring powers on and he floats to the bottom 30 feet below which is set with spikes that he easily avoids. The trap covers the entire width of the hall but is only about 6 feet across.

Char will lower a rope for Dol. There is nothing handy to tie it to but Char and Maq can hold it while Dolgrin climbs. DC 8 climb check. Jumping over the pit is a DC 6 jump check.

Dol roll climb first, then everyone can make jump checks.


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

climb: 1d20 + 5 ⇒ (7) + 5 = 12

Upsydaisy! Come on you guys, you can totally make that jump!


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 Jump: 1d20 + 3 ⇒ (5) + 3 = 8


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

"Hmmm, I don't know about this."

acrobatics jump: 1d20 + 3 ⇒ (19) + 3 = 22

"That wasn't so bad, come on 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

My bad; misread the post. Need to READ. THE. POST. better! :D

jump: 1d20 + 3 - 3 ⇒ (13) + 3 - 3 = 13


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

Let's go.
perception: 1d20 + 7 ⇒ (2) + 7 = 9
survival looking for tracks: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
stealth: 1d20 + 3 ⇒ (16) + 3 = 19


Stone floor, no real tracks, though the party see tufts of fur that Dol instantly identifies as from worgs and the whole place smells of orc.

Once over the pit the hallway turns to the right as mentioned several posts back. It then continues 60 feet ahead to a 4 way intersection. So you have a choice of going back, going straight ahead, going left, or going right. Dolgrin's dwarven instincts tell him that the lava river is to the left, but not yet close.


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

Let's go left. It'll take us towards the lava. I hate to leave the rest unexplored, but the place reeks of orcs and if we get trapped down here we are going to be in the pot for sure. Maqej? You know the drill... Let's go.

perception: 1d20 + 7 ⇒ (19) + 7 = 26
survival: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
stealth: 1d20 + 3 ⇒ (10) + 3 = 13


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

Keep an eye out behind us...I know.

perception: 1d20 + 6 ⇒ (19) + 6 = 25
survival: 1d20 ⇒ 15


worg perception: 1d20 + 11 ⇒ (19) + 11 = 30
worg stealth: 1d20 + 9 ⇒ (1) + 9 = 10

As Dol makes the turn to the left he is immediately confronted by a worg that was coming down the hallway.

worg initiative: 1d20 + 5 ⇒ (19) + 5 = 24

Initiative rolls for the party please, if you beat the worg go ahead and post your action.


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

initiative: 1d20 + 7 ⇒ (18) + 7 = 25

Fire of an elemental burst rangedtouchattack: 1d20 + 4 ⇒ (1) + 4 = 5

So excited, I shoot into the ceiling.


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

init: 1d20 + 4 ⇒ (7) + 4 = 11

TONGS!

After it nearly kills me I attack:

DD: 1d20 + 5 ⇒ (16) + 5 = 21
crunch: 1d20 + 9 ⇒ (2) + 9 = 11

Cleave!....


Maq reacts without thinking to the presence of the worg and fires off a ray that slams into the passage wall.

worg bite: 1d20 + 9 ⇒ (12) + 9 = 21
dam: 1d10 + 6 ⇒ (4) + 6 = 10

The worg snarls in response to the ray and lunges forward. The worg and Dolgrin trade blows, Dolgrin is bit for 10 points but the worg is battered for 11.

Char CLW on Dol: 1d8 + 3 ⇒ (2) + 3 = 5

Char reaches out towards Dolgrin and he feels healing energy course through him. The worg snarls again in frustration as it sees Dolgrin's wound partially heal.

Maq is up.

W: -11
D: -5


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

Fire off elemental ray 2rangedtouchattack: 1d20 + 4 ⇒ (12) + 4 = 16

damage: 1d6 + 1 ⇒ (3) + 1 = 4


Hit by Maq's ray the worg lashes out in pain at Dolgrin scoring a glancing blow.

worg bite: 1d20 + 9 ⇒ (16) + 9 = 25
dam: 1d10 + 6 ⇒ (1) + 6 = 7

W: -15
D: -12

Dol's up.


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 just hate the smell of these thing...

DD: 1d20 + 5 ⇒ (5) + 5 = 10

Distracted by the stench of the beast Dolgrin' flail casts wide of the mark.


Char places a Fortune Hex on Dolgrin, next round roll 1 attack, save, or skill twice and take the better roll.

Maq is up again.


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

Fire off another elemental ray 3rangedtouchattack: 1d20 + 4 ⇒ (6) + 4 = 10

damage: 1d6 + 1 ⇒ (6) + 1 = 7


Maq's ray goes wide of the worg nearly clipping Dol as he and the worg do battle.

The worg opens its mouth wide and flames shoots forth at Dolgrin and the rest of the party. DC 16 reflex save for 1/2 damage.

fire damage: 3d6 ⇒ (4, 1, 5) = 10

Dol reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Char reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Maq reflex: 1d20 + 3 ⇒ (2) + 3 = 5

W: -15
D: -22
C: -10
M: -10

Dol is up, remember you have fortune hex to use 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

NOW they breathe FIRE?!!!

what is this thing? Kdungeoneering/nature: 1d20 + 4 ⇒ (19) + 4 = 23

Now all I need is some butter and we could have some dwarf fricasse!

DD: 1d20 + 5 ⇒ (9) + 5 = 14
damage?: 1d10 + 9 ⇒ (3) + 9 = 12


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

Cast elemental ray 4 rangedtouchattack: 1d20 + 4 ⇒ (1) + 4 = 5

man, these things are scary.


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

Fortune hex attack:

DD: 1d20 + 5 ⇒ (6) + 5 = 11

...whatever...


Dolgrin and Maq are confounded once again by the worg unable to break through its defenses.

None of you have never heard of a fire breathing worg before but you do recall some that breathe frost and know that can't do it often, maybe prolonged time in an area with lava has created a new breed?

Char CMW on Dol: 2d8 + 3 ⇒ (3, 1) + 3 = 7
Char reaches forward to heal Dol again.
"Quit foolin' around and take the thing down Dol!"

Just after the healing energy of Char's spell washes over him the worg rips into Dol again.

worg bite: 1d20 + 9 ⇒ (18) + 9 = 27
dam: 1d10 + 6 ⇒ (2) + 6 = 8

W: -15
D: -23
C: -10
M: -10

Party's action.


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 5, if needed rangedtouchattack: 1d20 + 4 ⇒ (10) + 4 = 14

damage: 1d6 + 1 ⇒ (6) + 1 = 7


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 ⇒ (8) + 5 = 13

I'm already working on my next character: Summoner synthesist!


This time Maq's ray blasts into the beast's shoulder leaving a gaping wound. Given Dol's inability to connect, Char takes a desperate shot with her crossbow striking the beast in the chest. It goes down but it still looks to be breathing raggedly.

crossbow: 1d20 + 5 ⇒ (15) + 5 = 20
dam: 1d8 ⇒ 7

Party's action.

W: -29
D: -23
C: -10
M: -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

Heal check to see if it has enough left in the tank to finish me off...

CDG on this vicious mother f%%&er!

DD: 2d10 + 18 ⇒ (7, 9) + 18 = 34

If it survives DC 44 to not die...

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