the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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Dolgrin sees an ogre at about the same time the beast spots him.

perception: 1d20 + 5 ⇒ (19) + 5 = 24

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

Dolgrin says a bit anxiosly to the rest of the party, It's an ogre; let's see what it does. If it's nasty-the blade. If it's social-the Maqej.

Addressing the ogre-Well beast, what's it to be: Conversation or killing?

AC 24 vs Ogre-Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Ready action to advance and hack the creature down if it wants to rumble.

GSPA: 1d20 + 7 ⇒ (20) + 7 = 27
PLEASE want to attack!: 4d6 + 24 ⇒ (2, 3, 1, 5) + 24 = 35


"Dwarf make good snack, me eat!"
greatclub: 1d20 + 8 ⇒ (3) + 8 = 11

The ogre swings his greatclub but Dolgrin easily steps aside and returns a devastating blow that opens the ogre's midsection allowing his insides to spill out over the cavern floor in a foul smelling mess.

End of combat.


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 step around Dolgrin and cup my hands around my mouth, "I'd try talking next time."

To Dol, "Nice shot!"


The ogre has some rudimentary clothing that is now covered with gore and a great club that is basically a large piece of wood.

The passage continues on another 20 feet or so and ends in a small cave with a fresh water spring. There are a pile of smelly hides/furs in one corner that the ogre must have used as a bed. In another corner is a pile of refuse and bones.


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

Dolgrin rips off a huge belly laugh, See, I knew your golden tongue would settle this one out Maqej! Tongs, I wish they could ALL be this easy...

Dolgrin quickly sets about searching the lair for anything useful and making sure the party refils its waterskins.

Never have enough fresh water when you are delving the depths; unless that's one of your magic powers Char. Then we are set and I won't worry so much about it.

perception: 1d20 + 11 ⇒ (20) + 11 = 31


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

Deus vault!


Underneath the bones Dolgrin spots a leather pouch containing 65 gold, 50 silver and a potion of CMW 2d8+3. There does not appear to be anything else of value in the cave.

The next few days pass quickly and quietly, you arrive in the area marked on your map. The passage to the lower caverns should be hidden somewhere nearby.

Perception rolls please.


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 + 8 ⇒ (11) + 8 = 19


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

Did we ever figure out where that one Drow patrol was going to/coming from?

Rubbing his hands together in anticipation-Come on baby, show me the way.

perception: 1d20 + 11 ⇒ (17) + 11 = 28

Plus-Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.


Dolgrin finds a secret door along the cavern wall.

The drow were headed away from town in the opposite direction that you are currently traveling. It's possible they came from the area you are now in but you don't have proof of that, maybe you will find something beyond the secret door that would support that theory.


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

Check for traps! Oh, wait....

Sensing something out of place along the cavern wall, Dolgrin runs his hand along the stone until he finds a small depression. Giving it a good push, there is a click and then Dolgrin slides a section of the wall away revealing a secret cavern way. These elves are crafty indeed! This is a very fine feat of engineering, one my folk would have been proud to craft. Let's see what's beyond it.

With that Dolgrin sets about looking for tracks and searching ahead down the passage way.

survival: 1d20 + 14 ⇒ (4) + 14 = 18
perception: 1d20 + 11 ⇒ (9) + 11 = 20


The door opens into a 30' passage that is definitely worked stone rather than a natural passage.

On the wall to your left is a large mural of a female drow with a lash in front of her are representatives of all the surface races cowering in fear. The drow is either disproportionately large or the other races are disproportionately small, as the drow stands nearly twice as tall as the human in the mural. The other walls are unadorned.

At the end of the passage is a closed door made of metal bound wood, it looks pretty stout.


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

Dolgrin looks with begrudging respect at the mural, Don't like what I see but that's some good stone cutting. Guess they missed the Hobgoblins eh Char? Must not have felt they were worth picturing. Ah well... Let's look about and see if there are any more secret passages. Not likely I know, but best to be sure. Either of you have an idea on that door? Maqej maybe you can magic it open?

Search the passage and inspect the door.

perception: 1d20 + 11 ⇒ (15) + 11 = 26


You find nothing additional in the passage, the door is locked.


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

Dolgrin looks dubiously at Char and Maqej, Now what? I guess we could always knock...

Do I have any idea on the DC to break down?


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 point at the door and say, "Open!"...."well, I'm out of ideas."


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

Take 10/20 to find any secret doors or get any ideas from the mural. I'd see if AnvilScarab can squeeze through somehow but that just puts him on the other side of the door by himself. :(

Failing that Dolgrin looks at Char and Maqej, Get ready for a party because I'm about to knock on our hosts door, HARD.

Will either break the door down with my prodigious strength KNOCK!: 1d20 + 4 ⇒ (13) + 4 = 17 or hack it open with my dwarven waraxe.

Take 10/20 if possible and gladly accept aid another from the party.


Dolgrin slams into the door and it creaks a bit but holds.

Give me six damage rolls with your waraxe, you automatically hit.


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

Dolgrin grunts in frustration after throwing his strength against the doughty door. He pulls his huge war axe from its harness.

WHY!
DWAPA: 1d10 + 12 ⇒ (3) + 12 = 15
WON'T!
DWAPA: 1d10 + 12 ⇒ (2) + 12 = 14
YOU!
DWAPA: 1d10 + 12 ⇒ (6) + 12 = 18
OPEN!
DWAPA: 1d10 + 12 ⇒ (6) + 12 = 18
FOR!
DWAPA: 1d10 + 12 ⇒ (3) + 12 = 15
ME!
DWAPA: 1d10 + 12 ⇒ (1) + 12 = 13

He stands back to catch his breath and see the results of his fury...

93 points total


With each mighty blow the waraxe bites deeply into the wood sending chips fly, on the fourth blow the wood next to the lock gives way and the door swings open, the scent of death and decay is overpowering.

A ghoul and a ghast waiting by the door spring forward to attack Dolgrin. Only the bite of the ghast penetrates Dolgrin's stout defenses.

bite: 1d20 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 3 ⇒ (13) + 3 = 16
claw: 1d20 + 3 ⇒ (4) + 3 = 7

bite: 1d20 + 7 ⇒ (14) + 7 = 21
dam: 1d8 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 6 ⇒ (11) + 6 = 17
claw: 1d20 + 6 ⇒ (2) + 6 = 8

DC 15 fort save or be paralyzed. para: 1d4 ⇒ 3

party 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

Dolgrin gives off a cough as the stench of decay washes through his nostrils, DC15 FORT: 1d20 + 8 ⇒ (11) + 8 = 19, but shakes off the stunning stench and yells out Careful, nasty undead coming out; stay back from the stench!

Drop waraxe, pull great sword and SWING: 1d20 + 8 ⇒ (8) + 8 = 16 at the ghoul.

If it hits 2d6 + 13 ⇒ (5, 2) + 13 = 20


Giant Beetle Animal Companion-3; AC21; HP28; INIT+3; bite +5/1d6+2; +8trip
save:
FORT+4; REF+4; WILL+1
skills:
fly5; perception6; stealth11; attack; defend; down; guard

DC15 FORT: 1d20 + 4 ⇒ (7) + 4 = 11

in a beetle's mind:
These other two-leggs are disgusting. They spell like rotted meats.

trip on ghast: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15


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 1 on ghast rangedtouchattack: 1d20 + 5 ⇒ (16) + 5 = 21

damage: 1d6 + 2 ⇒ (6) + 2 = 8


AnvilScarab wrote:

[dice=DC15 FORT]1d20+4

** spoiler omitted **

[dice=trip on ghast]1d20+8-2

Fort save was Dolgrin only from the bite, the smell while rank is not so bad as to require a save. These aren't the ghasts you're thinking of.


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

channel energy v undead: 2d6 ⇒ (4, 4) = 8


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

-ha, that was funny-


Dolgrin lands a mighty blow on the ghoul but it remains standing until blasted by Char's wave of positive energy. The ghast's grey flesh smokes and burns where Maq's ray impacts its body and Char's energy slams into it but is partially deflected. Anvil's attempt to trip the ghast fails.

Two more ghoul slides through the door from the room beyond to attack Maq and Char.

v Maq
bite: 1d20 + 4 ⇒ (8) + 4 = 12
claw: 1d20 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 3 ⇒ (7) + 3 = 10

v Char
bite: 1d20 + 4 ⇒ (10) + 4 = 14
claw: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (12) + 3 = 15

v Dol
bite: 1d20 + 7 ⇒ (9) + 7 = 16
claw: 1d20 + 6 ⇒ (16) + 6 = 22
dam: 1d8 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 6 ⇒ (14) + 6 = 20
Dol make a DC14 fort save or be paralyzed para: 1d4 ⇒ 3 rounds

*Maq knows that his color spray will not work against ghouls or ghasts.

g1
g2
g3 -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

-22HP

Uh-oh, things just go interesting; better try and put this first one down...

DC14 FORT: 1d20 + 8 ⇒ (10) + 8 = 18

Dolgrin yells at the ghast, If you were going to invite your friends the least you could do is have them bring some cakes and tea!

Using Anvil Scarab try to move to a position to flank and/or get the other two combatants off of Maqej or Char or both. If that's not possible try to block the door so no more creatures get through. Please add flank bonus if applicable to below.

On the ghast GS: 1d20 + 10 ⇒ (7) + 10 = 17
if it hits 2d6 + 8 ⇒ (3, 1) + 8 = 12
then on ghoul GScleave: 1d20 + 10 ⇒ (4) + 10 = 14
if that hits 2d6 + 8 ⇒ (6, 3) + 8 = 17

AC 18 next round due to cleave.


Giant Beetle Animal Companion-3; AC21; HP28; INIT+3; bite +5/1d6+2; +8trip
save:
FORT+4; REF+4; WILL+1
skills:
fly5; perception6; stealth11; attack; defend; down; guard

If the ghast is still up trip it otherwise trip the ghoul Dolgrin did NOT attack.

AnvilScarab skitters across the ground trying to send one of his companions foes to the ground.

trip: 1d20 + 8 ⇒ (7) + 8 = 15


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

"Back to hell where you belong!"

channel v undead: 2d6 ⇒ (5, 1) = 6


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 Ray2 on ghoul that dared attack me...

"Get off me rancid fiend!! rangedtouchattack: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d6 + 2 ⇒ (6) + 2 = 8


Dol and Anvil flank the ghast and Dolgrin's sword cuts into its flesh allowing an infestation of maggots to spill free. His attack upon the ghoul misses. Maq sizzles some ghoul flesh and Char's pulse damages all 3 undead.

V Maq
bite: 1d20 + 4 ⇒ (7) + 4 = 11
claw: 1d20 + 3 ⇒ (18) + 3 = 21
dam: 1d8 + 2 ⇒ (4) + 2 = 6
Make a DC12 fort save or paralyzed for par: 1d3 ⇒ 3
claw: 1d20 + 3 ⇒ (11) + 3 = 14

V Char
bite: 1d20 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 3 ⇒ (18) + 3 = 21
dam: 1d6 + 2 ⇒ (3) + 2 = 5
Make a DC12 fort save or paralyzed for par: 1d3 ⇒ 2
claw: 1d20 + 3 ⇒ (4) + 3 = 7

bite: 1d20 + 7 ⇒ (20) + 7 = 27
dam: 2d8 + 10 ⇒ (1, 1) + 10 = 12
claw: 1d20 + 6 ⇒ (14) + 6 = 20
dam: 1d8 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 6 ⇒ (11) + 6 = 17
Make a DC13 fort save or paralyzed for par: 1d3 ⇒ 1

G1:-14
G2:-6
G3:-27


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 save: 1d20 + 5 ⇒ (7) + 5 = 12

"Your touch offends me, foul being, begone!"

channel v undead: 2d6 ⇒ (5, 6) = 11

*the ghast goes down, Dol can attack one of the ghouls, nothing else is coming through the door, at least for now, muhaha!


Is Dolgrin remembering his Greatsword is +2 v undead?


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
DM Darkvision wrote:
Is Dolgrin remembering his Greatsword is +2 v undead?

Yessir; that's why my mods have been +1 :D


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

Couldn't tell if I was hit from your post so, FORT: 1d20 + 8 ⇒ (20) + 8 = 28

These are some tought SOBs!

GSPA on ghast: 1d20 + 8 ⇒ (16) + 8 = 24
2d6 + 13 ⇒ (1, 6) + 13 = 20
cleave on most wounded remaining: 1d20 + 8 ⇒ (12) + 8 = 20
2d6 + 13 ⇒ (5, 5) + 13 = 23


Giant Beetle Animal Companion-3; AC21; HP28; INIT+3; bite +5/1d6+2; +8trip
save:
FORT+4; REF+4; WILL+1
skills:
fly5; perception6; stealth11; attack; defend; down; guard

The brave beetle once again trys to knock an opponent off their feet.

trip: 1d20 + 8 ⇒ (9) + 8 = 17


Dolgrin Ironstrike wrote:

Couldn't tell if I was hit from your post so, [dice=FORT]1d20+8

These are some tought SOBs!

[dice=GSPA on ghast]1d20+8
[dice=]2d6+13
[dice=cleave on most wounded remaining]1d20+8
[dice=]2d6+13

Dol took 23 points of damage and had to make a DC13 save.

The ghast was dead so Dol attacks one of the ghouls and cleaves onto the second ghoul. Both ghouls go down.

Anvil trips the last ghoul as Dol takes its head off.

END OF COMBAT.


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 am glad that is done, the undead make my skin crawl, i can still feel that creature's foul touch."

healing hex: 1d8 + 4 ⇒ (1) + 4 = 5 on self
healing hex: 1d8 + 4 ⇒ (8) + 4 = 12 on Maq
healing hex: 1d8 + 4 ⇒ (8) + 4 = 12 on Dol

cmw on Dol: 2d8 + 4 ⇒ (5, 7) + 4 = 16


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

just want to see if i saved

fort: 1d20 + 4 ⇒ (1) + 4 = 5

-doh, frozen-


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

-17HP

Cleaning his sword Dolgrin answers Char, Better they make your skin crawl then peel your skin off I guess. That was some tough forging and no mistake! Next time I guess we should bring a key. Let's wait a few moments and let Maqej collect himself; appears he's scared 'stiff' by our late friends.

Dolgrin give AnvilScarab's shell a quick rub, Good job partner.

Once Maqej is free from the creature's touch Maqej will examine the room beyond the door.

perception: 1d20 + 11 ⇒ (19) + 11 = 30


Giant Beetle Animal Companion-3; AC21; HP28; INIT+3; bite +5/1d6+2; +8trip
save:
FORT+4; REF+4; WILL+1
skills:
fly5; perception6; stealth11; attack; defend; down; guard

AnvilScarab clacks his keen mandibles together in satisfaction at the outcome of his first encounter with his new two-legs.


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 infernal healing on Dol

6/8 1st lvl spells left


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

-7HP

Dolgrin gives a broad smile, Thanks Maqej. If going to hell feels this good, I just may take them up on 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

"Don't say such things, even as a joke."


The next room is 20 by 20 and has a large bin along one wall that contains rations for traveling, enough for about a dozen people for 10 days. There is a door on the far wall.


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

Dolgrin checks the rations in the bin to make sure they are safe to eat, Never know what a dark elf will consider 'food'.

perception: 1d20 + 11 ⇒ (18) + 11 = 29
FORT if needed: 1d20 + 8 ⇒ (10) + 8 = 18

If the food is safe:
What do you two think? Take the food with us for the trip? Never know when it could come in handy; especially now that we have another mouth to feed. He looks meaninfully at the placid form of AnvilScarab. Of course taking the food could be a tip off to any that come behind us and they may warn their fellows that there is unwelcome company on the way to visit.If the party agrees, Dolgrin will pack some or all of the food for 'just in case'; if not he leaves it

If the food is not deemed safe:
Spitting out the sample, BAH! Filthy cave elves call THIS food? Not fit for an orc!

Dolgrin then examines the door on the far wall; listening carefully at it for sounds of undead hordes or other unknown menaces.

perception: 1d20 + 11 ⇒ (1) + 11 = 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

I think this here apparatus is used to separate rooms and such!


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 think the smashed in door with all the waraxe marks might tip someone off that we were here, as well as the dead undead, so I say we take the rations."

DM Darkvision: the rations are high quality fare and safe to eat as far as Dol can tell.

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