the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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Dolgrin puts the worg down for good.

Char breathes a sigh of relief and then prays quietly:
"Sanrenrae aid your faithful in their fight against evil, heal our wounds."

channel energy x2: 4d6 ⇒ (1, 4, 3, 2) = 10

Char and Maq's wounds are healed entirely and Dolgrin feels a bit more like himself.

D: -13hp

Char: "That didn't go well, any more encounters like that and we all could end up like this worg." Char seems deep in thought for a moment, perhaps contemplating her own mortality.

"I just remembered that scroll we found several days back, the one with healing spells, let me try one on you Dol."

clw: 1d8 + 3 ⇒ (4) + 3 = 7

D: -6hp

Char: "Ah, that's better, what now?"


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 keep heading towards the lava. In for an inch, in for a mile.

perception: 1d20 + 7 ⇒ (13) + 7 = 20
survival: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18


As the party moves forward they get a whiff of something bad, in another 60 feet the passage ends in a ledge and the stench is overwhelming. About 20 feet below is a pit that the orcs must use as a latrine and a dump. The pit is about 20' wide by 60' long. There are 2 other ledges, 1 at the far side, and another at about the halfway mark to the right. There does not appear any way to get to either ledge from your current position without climbing down into the pit. The climb does not look difficult DC7 climb or acrobatics check.

Everyone make a DC8 fortitude save or become nauseated.

Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

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

@CharAnd I thought YOU smelled bad! ~laughs~

DC8FORT: 1d20 + 7 ⇒ (10) + 7 = 17

I wonder if I could get out to that middle ledge, climb up to it, and then swing the two of you across; then climb down and work my way to the end? Otherwise, it looks like we have a crappy job in store for all of us...

perception to see if we are missing anything: 1d20 + 7 ⇒ (5) + 7 = 12

The stench stinging his eyes, Dolgrin looks about in vain.

Take 10 or 20 if possible.


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 fort: 1d20 + 3 ⇒ (1) + 3 = 4

perception: 1d20 + 6 ⇒ (7) + 6 = 13

"I don't feel so good Dol."

-nauseated-


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

fort: 1d20 + 5 ⇒ (17) + 5 = 22
perception: 1d20 + 5 ⇒ (19) + 5 = 24

"The stench is quite severe Maq, hang in there, I'm sure you'll feel better when we get out of here."

"I don't see any alternative to climbing down and walking through this filth, unless we grow wings or double back and check one of the other passages. And the other passages are sure to contain dangers of their own."


Like Char, Dol and Maq are unable to spot any way across that avoids climbing down into the pit.


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

Fair enough Char. loos at queasy Maqej Sorry boyo, but it's through the muck we go. Let me go first and see if anything unfriendly is waiting for us.

Jumps down into the pit.

perception: 1d20 + 7 ⇒ (20) + 7 = 27


Dolgrin's keen eye spies out a wandering path through the filth that stays on relatively solid ground and should keep everything but the soles of your boots relatively clean.

Char manages to make it down to the bottom of the pit without incident.
Char acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18

Maq is up: Make a climb or acrobatics check to make it down. DC7


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 gonna go slow..climb: 1d20 + 4 ⇒ (3) + 4 = 7


In his nauseated condition Maq struggles but makes it down to the bottom of the pit.

Thanks in part to Dolgrin's keen perception, the party makes it across the pit without incident.

You are at the far side and now need to climb up. DC7 climb/acrobatics

The party notes that the air on this side of the pit is a bit warmer but smells no better.

Party's action: Need Climb checks, then Perception checks.


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

oh man...climb: 1d20 + 4 ⇒ (2) + 4 = 6...aahhhh!!!

perception: 1d20 + 6 ⇒ (17) + 6 = 23


Maq's fall damage: 1d4 ⇒ 2

Maq will need to make another climb check. DC7


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 thought I was gettin better Dol. climb: 1d20 + 4 ⇒ (20) + 4 = 24


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 use my dwarven skills to invert the power of my feather fall ring...

No? OK. I should get +2 because this is an orcish latrine though...

climb: 1d20 + 5 ⇒ (12) + 5 = 17
perception: 1d20 + 7 ⇒ (4) + 7 = 11

OK, who's ready for lunch?


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

acro: 1d20 + 3 ⇒ (13) + 3 = 16
percep: 1d20 + 5 ⇒ (6) + 5 = 11


The party all makes it up to the ledge a passage heads away in the direction of the lava and the smell begins to ease but things are getting very warm. Dol notices the passage is slanting down. It runs straight ahead as far as you can see, 90 feet.


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

Continue down the hallway looking for traps and tracks (and fire-breathing wargs).

perception: 1d20 + 7 ⇒ (12) + 7 = 19
survival: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12


As the party follows Dolgrin forward, three giant spiders surprise the party, dropping down from hidden holes in the ceiling! Luckily Maq is feeling better after moving away from the pit and is no longer nauseated. Dol is far enough away that he would be out of range if Maq uses color spray but Char is in range and could be hit if you use the spell (though you know she has a pretty powerful will).

bite on Dol: 1d20 + 6 ⇒ (1) + 6 = 7

bite on Char: 1d20 + 6 ⇒ (15) + 6 = 21
dam: 1d6 + 2 ⇒ (3) + 2 = 5

bite on Maq: 1d20 + 6 ⇒ (2) + 6 = 8

Char fort save v poison: 1d20 + 5 ⇒ (12) + 5 = 17

Party's action.

D: -6hp
C: -5hp


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

Desna's furry clit but we just can't catch a break! BLAST 'EM MAQEJ!

Delay till Maqej's action then kill any still up:

DD at range: 1d20 + 5 ⇒ (15) + 5 = 20
1d10 + 9 ⇒ (2) + 9 = 11
cleave: 1d20 + 5 ⇒ (4) + 5 = 9


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 shall dazzle them with some color!


Dolgrin pummels the spider that is attacking him but it fights on.

Char will save: 1d20 + 7 ⇒ (10) + 7 = 17
Maq blasts the 2 closest spiders and Char with color spray. His spell has no effect on Char or the spiders.

Char Morningstar: 1d20 + 2 ⇒ (8) + 2 = 10
Char swings her morningstar but fails to connect.

bite: 1d20 + 6 ⇒ (8) + 6 = 14
bite: 1d20 + 6 ⇒ (1) + 6 = 7
bite: 1d20 + 6 ⇒ (4) + 6 = 10
Luckily for the party the spiders flail about unable to penetrate anyone's defenses.

Party's action.

D: -6hp
C: -5hp
S1: -11hp


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 6 rangedtouchattack: 1d20 + 4 ⇒ (12) + 4 = 16

damage: 1d6 + 1 ⇒ (4) + 1 = 5


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

Attacking same one I hit till it falls, then on to a wounded one.
spider death 1: 1d20 + 5 ⇒ (7) + 5 = 12

BOO!


Dol and Char continue to flail about, but Maq manages to damage his foe with a ray which sends the spider into a frenzy as it strikes him back.

Char morningstar: 1d20 + 2 ⇒ (6) + 2 = 8

bite on Dol: 1d20 + 6 ⇒ (3) + 6 = 9

bite on Char: 1d20 + 6 ⇒ (11) + 6 = 17

bite on Maq: 1d20 + 6 ⇒ (12) + 6 = 18
dam: 1d6 + 2 ⇒ (2) + 2 = 4

Maq takes 4hp damage and needs to make a DC16 Fort save or take Con damage: 1d4 ⇒ 2.

Party's action.

D: -6hp
C: -5hp
M: -4hp (-2Con?)
S1: -11hp
S2:
S3: -5hp


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

Next verse same as the first...

DD: 1d20 + 5 ⇒ (11) + 5 = 16
maybe damage?: 1d10 + 9 ⇒ (8) + 9 = 17
maybe cleave?: 1d20 + 5 ⇒ (3) + 5 = 8
BOOO!


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 at -6 (from the fall)

fort: 1d20 + 3 ⇒ (10) + 3 = 13

cast elemental ray 7 rangedtouchattack: 1d20 + 4 ⇒ (9) + 4 = 13

damage: 1d6 + 1 ⇒ (3) + 1 = 4

now -8 from con loss...boo


Dolgrin smashes his spider to death with a crushing blow, its remains continue to bleed and twitch. Maq hits his with another ray. Char swings at her spider only to have her morningstar fly out her hands and crash into the passage wall, leaving her flatfooted for the rest of the round.

"Help me Dol!"

Char attack: 1d20 + 2 ⇒ (1) + 2 = 3

bite on Maq: 1d20 + 6 ⇒ (19) + 6 = 25
bite: 1d6 + 2 ⇒ (5) + 2 = 7

bite on Char: 1d20 + 6 ⇒ (13) + 6 = 19
bite: 1d6 + 2 ⇒ (6) + 2 = 8

Char fort save: 1d20 + 5 ⇒ (15) + 5 = 20
No save necessary for Maq since he is already suffering from the poison.

D: -6hp
C: -13hp
M: -15hp (-2Con)
S1: KIA
S2:
S3: -9hp

Party's action. Dol can attack Char's spider, +2 to your attack roll.


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 8 rangedtouchattack: 1d20 + 4 ⇒ (18) + 4 = 22

damage: 1d6 + 1 ⇒ (2) + 1 = 3


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

On Char's spider:
DD: 1d20 + 5 ⇒ (4) + 5 = 9
~grits teeth in frustration~


In his rush to help Dol's attack misses. Maq hits his spider yet again and it decides it has had enough and it scoots back up the wall into one of the dark holes in the ceiling. Char pulls a dagger but the spider avoids her slash and then it tears into her again.

Char dagger: 1d20 + 2 ⇒ (9) + 2 = 11

bite: 1d20 + 6 ⇒ (18) + 6 = 24
dam: 1d6 + 2 ⇒ (6) + 2 = 8

fort: 1d20 + 5 ⇒ (12) + 5 = 17

Party's action.

D: -6hp
C: -21hp
M: -15hp (-2Con)
S1: KIA
S2:
S3: -12hp ran away


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 ⇒ (7) + 5 = 12
Prepares to sit on his thumb...


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 9(last one) rangedtouchattack: 1d20 + 4 ⇒ (10) + 4 = 14

damage: 1d6 + 1 ⇒ (4) + 1 = 5


Char dagger: 1d20 + 2 ⇒ (18) + 2 = 20
dam: 1d4 ⇒ 3

Maq and Char's combination attack wounds the last spider and drives it off into its hole. Dolgrin wonders what his next favored enemy will be.

D: -6hp
C: -21hp
M: -15hp (-2Con)


After carefully examining the one spider body you determine there is nothing of use or value that you can take.

The passage continues ahead sloping down to an end about 75' ahead. Where it ends a ladder continues down about another 30' to another passage.

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

"How is everyone feeling, I have no healing spells left and can only channel Sarenrae's healing energy one more time today. Should I use it now or save it?"


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

"Nevermind, you look like hell Maq and if I had a mirror I bet I look almost as bad, I better use it now."

channel energy: 2d6 ⇒ (6, 4) = 10

"What now? Continue ahead?"


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 out of Elemental Rays. I say we rest. I still don't feel...right.


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

"I want to rest too, just not sure these passages with orcs, worgs, and spiders is the best place to do it."


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

Well, I say we go til we find a good place to rest or.....don't, I guess.


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 keep going. You two look fine enough and staying here to rest is just like begging for death. Those spiders will be back at some point; or something worse. Now you know how I usually feel...

perception: 1d20 + 7 ⇒ (16) + 7 = 23
survival: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13


The party moves ahead to the end of the passage and climbs down the ladder to the lower passage. The lower passage is hot and the ceiling has a bit of a red/orange glow. It goes about 90' ahead where Dolgrin sees another ladder leading up. This ladder leads all the way to the surface where you come out on the other side of the lava river. The hole you come out of is concealed amongst some boulders. You definitely are not in the spot where Deadeye came out. You believe he came out a couple hundred yards to the west.

This spot looks like a decent place to rest. You can hide amongst the boulders and have a good view of anything approaching or coming up the ladder.


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

Zzzzzzz

perception on watch: 1d20 + 7 ⇒ (15) + 7 = 22


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

Me too...perception: 1d20 + 6 ⇒ (2) + 6 = 8


Char perception: 1d20 ⇒ 10
Random encounter: 1d20 + 17 ⇒ (13) + 17 = 30

The night is dark and full of terrors, but they all decide to leave you be.

In the morning Char channels energy again.
Channel energy: 2d6 ⇒ (6, 1) = 7

C: -1 hp


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 see if we can find our friend!

perception: 1d20 + 7 ⇒ (4) + 7 = 11
survival looking for raty's tracks: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17


The party is unable to locate any tracks in the area where you came out of the tunnel.


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 in the direction we think we saw Ratty and look for tracks.

perception: 1d20 + 7 ⇒ (8) + 7 = 15
survival: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25


After several minutes of searching in the area where you remember seeing Deadeye, you find a cleverly concealed trapdoor which is closed and built to look like the rock terrain. Near the trapdoor Dolgrin spies humanoid tracks leading off in the opposite direction from the lava, he even points out the area where the sack that you hope contained Ben was sitting on the ground, nearby are some tracks from a large dire rat.


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

Open the trapdoor so it's obvious to passers-by that it's there (always cause trouble for your foes!) and follow the tracks.

perception: 1d20 + 7 ⇒ (4) + 7 = 11
survival: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20

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