the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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The party floats safely down into the depths. After several minutes you arrive in a large cavern with two tunnels providing exits, tunnel to your left is larger about 25 feet across while the one to the right is about half the size.


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 for tracks in the cavern and both tunnels and will keep an eye out for traps/secret doors.

survival: 1d20 + 14 ⇒ (6) + 14 = 20
perception: 1d20 + 11 ⇒ (11) + 11 = 22

To the party, Keep an eye out to make sure our friends above don't 'drop in' on us unannounced. My gut tells me we want the small tunnel, because things we come across in the big tunnel might be too much for us to handle. However, my gut has been horribly wrong upon occasion...


There are lots of tracks in the cavern, mostly humanoid, possibly some spider like creatures as well.

"Either tunnel is good, let's just keep moving."
Char looks nervously 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

Dolgrin grins morosely-Great, more spiders. Well, the small tunnel it is. Don't be wrong again gut...

Lead the party down the small tunnel with Anvil at my side.

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


After a few hours of traveling down the small tunnel, Dolgrin spots a couple of drow coming towards the group, he does not believe they have spotted you yet. They look like martial types, chain armor, small shields, and swords of some type.

The tunnel is pretty bare, not much in the way of cover or places to 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

Send Anvil up to the ceiling for some swoop-down rear trip attacks.

Dolgrin motions to the group-Trouble ahead. Looks like drow warriors. Unless you two have any better ideas hang back a bit to stay out of melee and let's see where this goes. I'd say let's pull the 'dwarf prisoner' routine, but that seems like a lot of work for just two guys. No good places to hide.

See if the guys will get into melee range and then see what happens.


The two drow approach, on seeing at about 60 feet away, they point hand crossbows in your direction and the one on the left orders you in common:
"Throw down your weapons filth!"


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

Thinking to himself-Gotta get them in closer...

मैं केवल बौना बात , माफ करना मेरे अच्छे साथियों हूँ। मैं कहीं व्यापार करने के लिए देख रहा हूँ ?

Dwarven:
I'm sorry my good fellows, I only speak Dwarf. I'm looking for somewhere to trade?

Hands extended peacefully Dolgrin slowly moves towards the two elves trying to keep himself in front of any crossbow shots that might target his comrades.


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

Above on the tunnel ceiling Anvil slowly moves forward towards the elves.

In the mind of a beetle:
What is my two-legs doing? Do we fight or not fight. These other two-legs look tasty!


Anvil stealth: 1d20 + 11 ⇒ (11) + 11 = 22

drow perception: 1d20 + 8 ⇒ (9) + 8 = 17
drow perception: 1d20 + 8 ⇒ (6) + 8 = 14

"Stupid filth."
The drow make threatening gestures with their weapons but don't fire.


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 will keep advancing slowly with his hands open and non-hostile (did not throw down his sword; it's just scabbarded) and get as close to the two drow as possible; all the while prattling on in Dwarven about trading.

In the meantime, Anvil will try to get behind and initiate a surprise trip.

As soon as Anvil makes its move Dolgrin will attack. If he's close enough-move action to draw and attack. If not he will charge (double or regular move) and attempt a grapple (d20+8 CMB vs. their CMD) trying to pin one down long enough for his companions to move up in support and prevent a bow shot. Then he will draw (the following round move action) and attack.


What is Maq doing?


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

Emptying his bowels...readying a spell of power!!!


The drow open fire, the one on the left shouting what sounds like an order to the other in the drow language.

At Dol
bolt: 1d20 + 8 ⇒ (11) + 8 = 19

At Maq
bolt: 1d20 + 8 ⇒ (11) + 8 = 19
dam: 1d4 ⇒ 2
DC 13 Fort save, failed save equals unconscious for 5 rounds

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

http://www.d20pfsrd.com/gamemastering/combat#TOC-Charge

Charge and attack:
HACK: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
2d6 + 7 ⇒ (1, 4) + 7 = 12

AC 18 next round.


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

Anvil glides down and attempts to trip the one not attacked by Doglrin:

trip: 1d20 + 8 ⇒ (18) + 8 = 26

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.


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

fort: 1d20 + 4 ⇒ (18) + 4 = 22

move up to withing 30' and fire an elemental ray at the one Dol struck

rangedtouchattack1: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d6 + 2 + 5 ⇒ (4) + 2 + 5 = 11


Dol charges wildly at the drow but his blow glances off without doing any damage.
Maq's ray connects, burning the drow.

Anvil trips the other drow.

Char casts bless.

The drow curses and strikes at Dol.
sword: 1d20 + 9 ⇒ (10) + 9 = 19
dam: 1d6 + 3 ⇒ (5) + 3 = 8
dagger: 1d20 + 9 ⇒ (1) + 9 = 10

The other drow levitates back up and strikes at Anvil
sword: 1d20 + 8 ⇒ (3) + 8 = 11


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

Sneeringly Dolgrin barks out-You fight like an ELF!

AOO on Levitation Ale: 1d20 + 9 ⇒ (9) + 9 = 18

GSPA on guy I attacked last round: 1d20 + 7 ⇒ (20) + 7 = 27
2d6 + 13 ⇒ (4, 3) + 13 = 20
cleavePA on levitater: 1d20 + 7 ⇒ (7) + 7 = 14
2d6 + 13 ⇒ (1, 2) + 13 = 16


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

Crit damage
2d6 + 14 ⇒ (6, 1) + 14 = 21


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

trip on guy fighting Dolgrin: 1d20 + 8 ⇒ (5) + 8 = 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

Fire off a 2nd elemntal ray at levitator rangedtouchattack2: 1d20 + 6 ⇒ (20) + 6 = 26

damage: 2d6 + 4 + 10 ⇒ (5, 1) + 4 + 10 = 20


Both drow go down under the party's onslaught.

A quick search reveals 2 short swords, 2 daggers, 2 hand crossbows, 10 bolts, 2 chain shirts. The one Dol fought also has a pouch with 50 platinum an a gold signet ring with a spider symbol.


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 appreciatively pats the shell of Anvil as it continues to take bites of flesh out of the fallen drow. Them's good eatin'n, eh Anvil? Can either of you tell if the ring or equipment is magiced? We got lucky with these two; looks like we need to learn how to speak Drow.

Dolgrin pockets the ring and coins but has no interest in any of the equipment unless it's magical.


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

Anything magical? Otherwise, right step, left step, into the depths!


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 don't have that spell memorized."


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 cast detect magic


Nothing radiates magic except the ring which gives off a faint aura but you are unable to discern what if anything it does.


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

Follow the tunnel deeper into despair, err....I mean the depths!


At the end of a long day the tunnel opens into a gigantic cavern, miles in all directions and the ceiling is several hundred feet up. There is a likely place to camp to the left where water trickles down the cavern 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 takes in the massive underground opening, Well this looks promising. Sure to be some drow down here somewhere. Who's ready for a break?

Look for any sign that others have camped here recently or make regular use of the spot survival: 1d20 + 14 ⇒ (12) + 14 = 26.

If it looks safe enough set up camp and rest.

perception: 1d20 + 11 ⇒ (2) + 11 = 13


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

on watch: 1d20 ⇒ 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

perception: 1d20 + 8 ⇒ (6) + 8 = 14


The spot looks like it has seen some use as a campsite in the past, but you estimate that it has been several weeks since anyone has stayed there and it seems safe.

Char perception: 1d20 + 5 ⇒ (14) + 5 = 19

dm screen:

stealth: 1d20 + 14 ⇒ (18) + 14 = 32

When you all get up in the morning, you see writing in a patch of soft sand nearby.
"Be wary, drow, spiders, undead near."


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 at the writing, Well, that's either really good for us that we have a 'friend' or it's really bad for us that someone can come in to our camp so easy and leave us a message. At least if it's undead my sword will be more effective...

Set out that day looking for sign of drow.
perception: 1d20 + 11 ⇒ (15) + 11 = 26
survival: 1d20 + 14 ⇒ (11) + 14 = 25


About midway through the day you encounter a few drow leading a group of zombies.

Dol and party init: 1d20 + 10 ⇒ (2) + 10 = 12

drow party init: 1d20 + 4 ⇒ (10) + 4 = 14

"Let's have some fun with this vermin!"

Three drow fire off bolts from hand crossbows striking Dol but missing everyone else. The six zombies surge forward to engage the party.

On Dol
bow: 1d20 + 8 ⇒ (13) + 8 = 21
dam: 1d4 + 1 ⇒ (3) + 1 = 4
DC14 fort save or unconscious for 1d4 rounds

On Maq
bow: 1d20 + 8 ⇒ (5) + 8 = 13

On Char
bow: 1d20 + 8 ⇒ (7) + 8 = 15

You can attack zombies or try to move through to engage drow but that will likely result in 1-2 attacks by zombies and leave zombies in potential flanking positions.


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 burning hands on the zombies dc17 burninghands: 4d4 ⇒ (3, 3, 2, 2) = 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

DC14 FORT: 1d20 + 8 ⇒ (16) + 8 = 24
Ouch; not nice you pointy eared fiend! Now, my turn!

Dolgrin engages the zombies with a blade made specifically for this task and hopes Char can do something about the elves in the rear.

GSPA on zombie 1: 1d20 + 8 ⇒ (14) + 8 = 22
2d6 + 14 ⇒ (4, 2) + 14 = 20
GSPA cleave on zombie 2: 1d20 + 8 ⇒ (13) + 8 = 21
2d6 + 14 ⇒ (2, 6) + 14 = 22


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 flies towards the drow and tries to trip one.

trip: 1d20 + 8 ⇒ (2) + 8 = 10


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

burning hands: 4d4 ⇒ (2, 1, 4, 3) = 10


Char and Maq manage to fry 4 of the zombies and Dol brings the two others down as well.

The drow, however, remain untouched and take careful aim with their hand crossbows.
"Damn the filth, we'll need to get more zombies."

On Dol
xbow: 1d20 + 8 ⇒ (20) + 8 = 28
dam: 2d4 + 2 ⇒ (3, 3) + 2 = 8
DC13 Fort save or unconscious 1d4 rounds

On Maq
xbow: 1d20 + 8 ⇒ (20) + 8 = 28
dam: 2d4 + 2 ⇒ (3, 3) + 2 = 8
DC14 Fort save or unconscious 1d4 rounds

On Char
xbow: 1d20 + 8 ⇒ (11) + 8 = 19
dam: 1d4 + 1 ⇒ (2) + 1 = 3
DC14 Fort save or unconscious 1d4 rounds


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

fort: 1d20 + 4 ⇒ (15) + 4 = 19

Cast flaming sphere, hopefully catch 2 of them, 5' diameter sphere.

DC18 reflex to negate, firedamage: 3d6 ⇒ (2, 1, 5) = 8

"I call upon the Flames of Faltine! Burn dogs, burn!"


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

-12HP
DC13 FORT: 1d20 + 8 ⇒ (20) + 8 = 28
Your aim is good but your bolts must be coated with caffeine because I'm getting pumped!

Not sure how much distance between me and drow? Edit my actions as appropriate.

Dolgrin steps up and puts his blade to work on elven flesh.

GSPA: 1d20 + 7 ⇒ (18) + 7 = 25
2d6 + 13 ⇒ (3, 6) + 13 = 22
GSPA cleave: 1d20 + 7 ⇒ (14) + 7 = 21
2d6 + 13 ⇒ (5, 6) + 13 = 24

AC 18 next round.


reflex: 1d20 + 6 ⇒ (4) + 6 = 10
reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Maq burns two of the dark elves.

Dolgrin veers away from the burning sphere and attacks the remaining drow, delivering a solid blow.

Char casts bless on the party.

"And my sword is coated with your foul blood wretched dwarf."
sword: 1d20 + 8 ⇒ (3) + 8 = 11
sword: 1d20 + 8 ⇒ (17) + 8 = 25
dam: 1d6 + 5 ⇒ (3) + 5 = 8

Bolts at Maq and Char fly wide as the drow are concentrating more on trying to get away from Maq's flaming sphere than on their aim.
xbow: 1d20 + 8 ⇒ (3) + 8 = 11
xbow: 1d20 + 8 ⇒ (6) + 8 = 14

party action


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

Remembering it can act Anvil tries to trip the drow Dolgrin fights.

trip: 1d20 + 8 ⇒ (1) + 8 = 9


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

-20HP

HAHAHAHAHA! You call that coated?

GSPA: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
2d6 + 13 ⇒ (4, 3) + 13 = 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

Continue rolling the sphere at the 2 drow.


Let's see some damage rolls Maq!


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 strikes 1 of the drow trying to avoid the burning sphere.

xbow: 1d20 + 6 ⇒ (14) + 6 = 20
dam: 1d8 ⇒ 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

Boo to me! forgottendamage: 3d6 ⇒ (1, 2, 5) = 8 DC18 reflex

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