the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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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

-9HP

Dolgrin will consolidate the gear but take it all with him.

perception on watch: 1d20 + 11 ⇒ (8) + 11 = 19


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 on watch: 1d20 ⇒ 19


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 ⇒ (15) + 8 = 23


As the party is getting ready to set out for the day, four giant ants are approaching the vicinity of your camp.


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 Mage Armor


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 try and avoid them if at all possible. Worse comes to worse, I'll try my ranger charms on them.

stealth: 1d20 + 8 ⇒ (20) + 8 = 28


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 flies up out of harm's way and awaits to see what the ants do.


The ants cautiously approach your camp, antennae twitching.

Any actions? Movement?


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 crouches quietly hoping the ants will pass the party by.

Just in case they do not he readies his rangerly skills and will attempt to use his wild empathy to improve their attitudes and move them along.

wild empathy: 1d20 + 2 ⇒ (13) + 2 = 15

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


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 will aid him by thinking nice ant thoughts with my high charisma...


Dolgrin Ironstrike wrote:

Dolgrin crouches quietly hoping the ants will pass the party by.

Just in case they do not he readies his rangerly skills and will attempt to use his wild empathy to improve their attitudes and move them along.

[dice=wild empathy]1d20+2

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Ants are classified in the Bestiary as Vermin, not Animals or Magical Beasts, so unless you can convince me otherwise wild empathy will not work. However, Dolgrin would know better than to try wild empathy on ants so I will let you take a different 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

I ready a color spray...


Knowledge nature rolls please.


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

Knature: 1d20 + 5 ⇒ (13) + 5 = 18

Dolgrin unconsciously holds his breath as the giant ants move into the camp area. He knows if they are just scouts a non-threatening approach may just spare the party from combat. None the less, he has his great sword ready for action in case things take a more combative turn.


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

in the mind of a beetle:
Foolish two legs! Ants will want to see if they are tasty. Why do they not flee. How have they survived this long. Oh well....


Dol realizes the ants might sense food scraps in the camp and that moving slowly away may prevent conflict.


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

Hsst, Maqej...I think they smell our dinner from last night. Let's move back a bit and let them do what they need to.

Dolgring slowly falls back and observes the ants waiting for them to depart before going back to pack up his gear.


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 also slowly retreat...


The ants move through your former camp looking for scraps for about 5 minutes then move off, more or less in the direction from which you came but not following your specific path.


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 heads back to the camp shaking his head-Sometimes things are just easier than you think they are going to be. You can probably come down now you 'brave' beetle! Let's pack up and get going.

follow the drow/zombie trail
perception: 1d20 + 11 ⇒ (1) + 11 = 12
survival: 1d20 + 14 ⇒ (17) + 14 = 31


You follow the drow trail again all day, you notice ant trails occassionally cross the drow path. The drow trail ends at a great underground lake. Off in the distance you can see an island due to some lighting out there.


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-Don't suppose you have some magics for this type of thing, do you? I must confess I'm not the best swimmer. Although I could probably make it out there, not sure I would be of any use once I did.

Look around for any type of craft to traverse the lake or anything else on the shore of use.

How big/wide/long is the lake? Any other features we can see besides the island? Any idea how big the island is?

perception: 1d20 + 11 ⇒ (9) + 11 = 20
survival: 1d20 + 14 ⇒ (15) + 14 = 29


The lake is vast though the cavern itself could be even bigger so you may be able to go left or right and possibly go around the lake. You estimate the island is a few miles wide but you cant tell how long it is. There are a couple miles of water between you and the island, you don't believe you could swim it unless the water is shallow enough to allow you to stand and rest, and who knows what creatures must be lurking beneath the surface. Along the shore there is evidence of some sort of craft being previously beached.

You also see humanoid and ant tracks in your vicinity, maybe a couple of days old.


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 Maqej-No offense son, but this is where we will miss Char. Her knowledge of these depths would be a great aid and she was wise beyond her years. None the less, do you have any ideas? Otherwise I think we should follow the freshest tracks and keep an eye out on the waters.


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

No offense taken Dol. I'm with you, let's give it a shot.


The humanoid tracks in the vicinity are for the most part the ones you have been following for days, you infer they came ashore and then headed in the direction of the passage you came down.

There is one set of humanoid tracks that leads off to your left and there are lots of ant tracks pretty much heading in every direction.


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 ponders the varying tracks for a few moments before making up his mind. We'll follow these that head off to the left side of the water. We could find a discreet vantage point nearby to watch the lake but I hate to just sit idle and Stone only knows what might find us while we are waiting around. I think movement is our friend at this point.

perception: 1d20 + 11 ⇒ (8) + 11 = 19
survival: 1d20 + 14 ⇒ (19) + 14 = 33


The humanoid tracks end up joining up with some ant tracks and lead down into a hole in the ground.


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 sighs as he sees the hole. Watch the back Maqej. If we need to leave we are going to need to leave in a hurry. Let's go bug you are on the ceiling.

Dolgrin watches Anvil climb up onto the ceiling of the tunnel and heads down himself, blade at the ready.

perception: 1d20 + 11 ⇒ (2) + 11 = 13
survival: 1d20 + 14 ⇒ (13) + 14 = 27


A savage looking giant ant with extra large mandibles lunges at Dolgrin from a small side alcove as he descends into the tunnel/hole.

ant: 1d20 + 8 ⇒ (20) + 8 = 28
dam: 2d10 + 8 ⇒ (7, 2) + 8 = 17

Dol's left arm is caught in the ant's jaws. You can swing great sword 1 handed as a long sword +4 to hit, or try to break free, CMB roll.


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

Dolgrin gasps as the massive ant's mandibles crush his arm, STONE!

Seeing the futility of trying his greatsword he drops it to the ground and rips his dwarven waraxe from its holster. It's been a while sweetie; hope you are hungry for ant!

DWA: 1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 4 ⇒ (1) + 4 = 5


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

Ant foe!

The scrappy beetle drops to a flanking position on the ant's side and takes a bite:

bite: 1d20 + 3 ⇒ (19) + 3 = 22
1d6 + 1 ⇒ (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 infernal Heal on Dol.


Dol and Anvil both connect but do minimal damage to the ant.

The ant continues to savage Dol's arm.
ant: 1d20 + 8 ⇒ (16) + 8 = 24
dam: 1d10 + 4 ⇒ (5) + 4 = 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

Cast Elemental Ray1 rangedtouchattack: 1d20 + 5 ⇒ (20) + 5 = 25

damage: 1d6 + 4 + 10 ⇒ (6) + 4 + 10 = 20

Max Damage!! Sweet!!


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

-26HP
1/10 IH
-25HP

One of us is gonna give, but it won't be me!

waraxe: 1d20 + 8 ⇒ (18) + 8 = 26
1d10 + 4 ⇒ (10) + 4 = 14


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

CHOMP: 1d20 + 3 ⇒ (20) + 3 = 23
1d6 + 1 ⇒ (3) + 1 = 4


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

crit damage: 1d6 + 1 ⇒ (3) + 1 = 4


The ant succumbs to the group's savagery! However, the jaw is still locked on Dolgrin's arm.


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

Dolgrin tries to pry the jaw of the dead ant of his battered arm.

Help me out there Maqej, would you?


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 press the jaws at just the right spot to disengage them, if that doesn't work I pry them apart, otherwise I savage them with my dagger.


After working on the jaws for a few minutes with his dagger, Maq is finally able to get Dol's arm free.


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

Massaging his arm, Dolgrin grimaces-Well this is not an auspicious start if I do say so myself. To the ceiling bug, and watch out for your fellows.

The dwarf sets off down the tunnel with Anvil above.

perception: 1d20 + 11 ⇒ (11) + 11 = 22
survival tracks: 1d20 + 14 ⇒ (5) + 14 = 19


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 another infernal heal 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

-6HP

Thanks Maqej. Didn't want to be a whiner about it, but my arm hasn't felt that weak since my first days on the forge. Let's hope we don't have to face too many more death ants. Dolgrin cracks a rare smile as he continues down the tunnel.


A pair of menacing ants moves up the tunnel towards you.

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

Cast Burning hands dc17ref: 4d4 ⇒ (4, 1, 1, 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

if I am already in melee:

GSPA: 1d20 + 7 ⇒ (19) + 7 = 26
2d6 + 13 ⇒ (4, 2) + 13 = 19

if I can get off a missile shot:

on the most apparently wounded
MWCLB: 1d20 + 7 ⇒ (3) + 7 = 10
1d8 + 4 ⇒ (5) + 4 = 9

will drop bow and draw GS next round if they reach melee


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

melee confirm: 1d20 + 7 ⇒ (1) + 7 = 8
2d6 + 13 + 1 ⇒ (6, 4) + 13 + 1 = 24


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 delays until the ants are in melee and then drops down behind, flanking, and bites and the most wounded looking one.
bite: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
1d6 + 1 ⇒ (3) + 1 = 4

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