the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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reflex: 1d20 + 6 ⇒ (15) + 6 = 21
reflex: 1d20 + 6 ⇒ (7) + 6 = 13

The more nimble of the dark elves leaps aside as the other one is slowed by the crossbow bolt sticking out of his side (nice shot Char) and is run over by the burning sphere and consumed by the flames. The nimble one fires back ineffectually at Maq.
xbow: 1d20 + 8 ⇒ (2) + 8 = 10

Dol's mighty swing misses his opponent and Anvil is not much help with his feeble trip attempt. The drow strikes true against Dolgrin again and grins at him mockingly, "You bleed prettily for a fool."
sword: 1d20 + 8 ⇒ (16) + 8 = 24
dam: 1d6 + 4 ⇒ (3) + 4 = 7
sword: 1d20 + 8 ⇒ (7) + 8 = 15

party 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

Burn baby, burn! drowbq: 3d6 ⇒ (4, 4, 4) = 12


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

xbow: 1d20 + 6 ⇒ (19) + 6 = 25
xbow confirm crit: 1d20 + 6 ⇒ (17) + 6 = 23
dam: 2d8 ⇒ (1, 2) = 3


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 Dolgrin's drow: 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

-27HP

GSPA: 1d20 + 7 ⇒ (2) + 7 = 9
2d6 + 13 ⇒ (6, 3) + 13 = 22

Starting to weary from his wounds, Dolgrin now swings away in silence.


reflex: 1d20 + 6 ⇒ (10) + 6 = 16
The drow is unable to avoid Maq's flaming ball and also gets winged by Char's crossbow bolt, he staggers but somehow is still on his feet and fires off another errant bolt.
xbow: 1d20 + 8 ⇒ (5) + 8 = 13

The drow senses Dolgrin's weakness and gleefully slices into his flesh twice. Blood is flowing from Dol's multiple wounds. "I sense the end is close now, lay down your weapon and accept your fate, it is more honor than you deserve to die by my blades."
sword: 1d20 + 8 ⇒ (16) + 8 = 24
dam: 1d6 + 4 ⇒ (3) + 4 = 7

sword: 1d20 + 8 ⇒ (18) + 8 = 26
confirm: 1d20 + 8 ⇒ (12) + 8 = 20
dam: 2d6 + 8 ⇒ (2, 2) + 8 = 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

I got you now! frickaseedrow: 3d6 ⇒ (4, 4, 1) = 9 DC18 reflex


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: 1d20 + 8 ⇒ (16) + 8 = 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

-46HP

They must not be used to dealing with Dwarves down here...

GSPA: 1d20 + 7 ⇒ (9) + 7 = 16 +4 more if Anvil got him on the ground.
2d6 + 13 ⇒ (1, 4) + 13 = 18


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

xbow: 1d20 + 6 ⇒ (17) + 6 = 23
dam: 1d8 ⇒ 6


Char and Maq finish off their drow with another bolt and more fire.

Anvil is finally able to trip the drow giving Dol so much trouble and he goes down hard enabling Dolgrin to run him through with his greatsword killing him instantly.

Char quickly moves up to support the blood covered Dolgrin and provides him with some much needed healing.
cmw: 2d8 + 4 ⇒ (1, 7) + 4 = 12
healing hex: 1d8 + 4 ⇒ (2) + 4 = 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

I'll throw in an Infernal Healing for 10 pts.


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

-18HP

Looking crossly at Anvil-Better late than never bug...

The little beetle issues out a series of hisses and clicks in between bites of drow flesh.

At Char/Maqej-Check their gear for magic. The one I fought either had a mighty blade or was a drow warrior prince. Maybe look for a ring like we found last time. They have to be controlling the undead somehow...

perception: 1d20 + 11 ⇒ (10) + 11 = 21

Dolgrin looks to see if he can find where they came from-survival: 1d20 + 14 ⇒ (12) + 14 = 26


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 detect magic on their bodies/items and check for finely crafted gear and/or monies.


Maq does not detect any magic on any of the gear but does find a gold bracelet worth 200 gp and the three drow carry 50 gp each.

Dol is able to find tracks from the drow and zombies, they came from the south of your current position.

Char: "All drow are dangerous, I think we are are lucky we haven't encountered any drow casters yet."


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

Well we need to figure out how they are controlling the undead. I though only evil clerics or necromancers could do that. Something to think about. Let's move.

Dolgrin and Anvil follow the tracks South.

perception: 1d20 + 11 ⇒ (16) + 11 = 27
survival: 1d20 + 14 ⇒ (12) + 14 = 26


You follow the tracks the rest of the day until it is time to stop for the night. The tracks continue on in the same direction.

Perception rolls for the night.


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 ⇒ (2) + 8 = 10

Cast Infernal heals on Dol and myself to bring to full


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

perception: 1d20 + 11 ⇒ (11) + 11 = 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

perception: 1d20 ⇒ 5


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 + 6 ⇒ (1) + 6 = 7


If anyone is down HP before sleep, Char will heal them to max.

dm screen:

encounter: 1d20 ⇒ 19
MDC: 1d3 ⇒ 3
stealth: 1d20 + 9 ⇒ (12) + 9 = 21

On Char:
dagger: 1d20 + 10 ⇒ (17) + 10 = 27
dam: 1d4 + 2d6 + 4 ⇒ (4) + (4, 5) + 4 = 17
dagger: 1d20 + 10 ⇒ (11) + 10 = 21
dam: 1d4 + 2d6 + 3 ⇒ (3) + (4, 3) + 3 = 13

Char init: 1d20 + 3 ⇒ (8) + 3 = 11
Drow init: 1d20 + 5 ⇒ (14) + 5 = 19

dagger: 1d20 + 10 ⇒ (9) + 10 = 19
dam: 1d4 + 2d6 + 4 ⇒ (3) + (1, 1) + 4 = 9
dagger: 1d20 + 10 ⇒ (3) + 10 = 13

The party awakens to a blood curdling scream, and sees a drow standing over Char with blood dripping from two daggers. Best you can tell Char is unconscious or dead.


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

Char...NO!!!!!!!!!!

Move action stand.
GSPA: 1d20 + 7 ⇒ (11) + 7 = 18
2d6 + 13 ⇒ (2, 6) + 13 = 21


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

stand and cast Mage Armor


Dol's blade whistles by his drow opponent just missing.

The drow sneers at Dol's obvious compassion, then nonchalantly reaches down and slits Char's throat. With the other dagger he slashes out at Dol, cutting his left hand.

dagger: 1d20 + 10 ⇒ (14) + 10 = 24
dam: 1d4 + 3 ⇒ (1) + 3 = 4


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

-4HP

This adventure just went GOT/Walking Dead!

Gritting his teeth in silent fury Dolgrin swings again.
GSPA: 1d20 + 7 ⇒ (6) + 7 = 13
2d6 + 13 ⇒ (2, 5) + 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

Cast infernal heal on Dol


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

~repost from earlier~

trip: 1d20 + 8 ⇒ (1) + 8 = 9


The nimble drow evades Dol's greatsword and lands a more substantial blow, plunging a dagger into Dol's side.

dagger: 1d20 + 10 ⇒ (19) + 10 = 29
confirm crit: 1d20 + 10 ⇒ (9) + 10 = 19
dam: 1d4 + 4 ⇒ (4) + 4 = 8

dagger: 1d20 + 10 ⇒ (9) + 10 = 19

Another drow appears seemingly from out of nowhere about 60 feet from Maq, several magic missiles slam into Maq.
dam: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11


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 heal on myself, 1/10

28/38 HP


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: 1d20 + 8 ⇒ (17) + 8 = 25


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

-11HP

Time to die you murderous shit bag...

GSPA: 1d20 + 7 ⇒ (14) + 7 = 21
2d6 + 13 ⇒ (2, 5) + 13 = 20


AOO on Anvil
dagger: 1d20 + 10 ⇒ (11) + 10 = 21
dam: 1d4 + 4 ⇒ (2) + 4 = 6

You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

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.


Drow action.

will post later.


No AOO on Anvil.

Caster drow action.
Spontaneous immolation on Anvil.
dam: 3d6 ⇒ (6, 6, 3) = 15 Fort DC 18 to take 1/2 damage and not catch on fire.

You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new Reflex save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.

Prone drow action.
Stand up and slash at Anvil.
dagger: 1d20 + 10 ⇒ (6) + 10 = 16

Party action. Dol can make AOO on drow standing and regular attack.


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 flaming sphere at caster drow

flames: 3d6 ⇒ (3, 1, 2) = 6 dc18 ref.

infernal heal 2/10

29/38 HP


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

DC18 FORT: 1d20 + 4 ⇒ (10) + 4 = 14
-15HP

The giant beetle begins to smoke and hiss before finally bursting into flames!

AOO on standing drown: 1d20 + 3 ⇒ (15) + 3 = 18 should be vs. flat footed AC or with the -4 AC prone penalty
1d6 + 1 ⇒ (4) + 1 = 5

trip: 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

-10HP 2/10 IH

Anvil! Got to finish this one...

AOOPA: 1d20 + 7 ⇒ (18) + 7 = 25 should be vs. flat footed AC or with the -4 AC prone penalty
2d6 + 13 ⇒ (2, 1) + 13 = 16

GSPA: 1d20 + 7 ⇒ (18) + 7 = 25
2d6 + 13 ⇒ (1, 3) + 13 = 17


Dolgrin's two blows finish off the nearest drow.

The caster drow suffers some minor burns from the flaming sphere but not as much as Maq would have expected.

A rain of stones and debris pelt Dol, Maq, Anvil, as well as Char and the fallen drow.
stone call: 2d6 ⇒ (2, 5) = 7 no save

STONE CALL: A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).


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 to burn the drow fire: 3d6 ⇒ (5, 4, 4) = 13 dc18 reflex

Cast Drench on Anvil


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 doughty beetle succumbs to unconsciousness as the hard rain of stones pummel his smoking sturdy shell.


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

-16HP 3/10 IH

Free action-drop GS
Move action equip bow

bow shot: 1d20 + 7 ⇒ (18) + 7 = 25
1d8 + 4 ⇒ (2) + 4 = 6


The caster drow disappears.


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

-15HP 4/10 IH

Scooping up his great sword, Dolgrin hesitates for a brief moment before quickly moving to Char's side to see if she still lives.

Hang in there beetle-buddy. Have to make sure of my hobgoblin-homie before I can check on you.

Maqej, is there anything to be done for Char?

perception to keep watch for drow caster: 1d20 + 11 ⇒ (3) + 11 = 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

Cast infernal heal on Char

"That's the extent of my healing prowess. Let's see what happens."


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 Anvil


Anvil quickly comes back to consciousness and takes up a guarding position.

Maq's magic has no effect upon Char, she has multiple severe stab wounds and her throat has been laid open by the drow's blade. The area around her is bathed in blood and her body is pale and lifeless. She is beyond healing.


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 s-sorry Dol, I don't know any more healing. What're we going to do? I'm scared."


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 over at Maqej and a battle of fury and compassion is waged on his face, until compassion finally wins out-That's OK Maqej, you did what you could. That's all one can do in this world. Keep an eye out; that sorcerous drow is still out there somewhere. Thank you for helping Anvil; let's take what we can and get ready to move. We need to find somewhere to rest again.

Dolgrin strips Char's body of anything valuable. In his mind as he stand over her Lords of Stone accept this true heart to your halls. She is not of us, but her spirit is pure and from the same rock as ours.

Dolgrin also strips the body of the drow of anything valuable [Maqej detects magic] and spits on the corpse.

That for all your kind, filth. Let's move Maqej.

Continue to follow drow/zombie tracks and look for a 'safe' place to rest.

perception: 1d20 + 11 ⇒ (1) + 11 = 12
survival: 1d20 + 14 ⇒ (19) + 14 = 33


Char has the following items:
flint & steel
50' hemp rope
back pack
water skin
morning star
dagger
light crossbow, 9 bolts
MW chain shirt
Silver Holy symbol of Erastil 25gp
Wand CLW x9

The drow has:
MW dagger x2
chain shirt
50' silk rope
back pack
water skin
5 gems 20gp each

You follow the trail for the rest of the day and still it goes on.

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