the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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You think it might be something to keep the ants from going down the passage.


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

Down the tunnel o' doom it is. If I think it is goo o' magic item attraction I also smear myself with it.

perception as we go: 1d20 + 11 ⇒ (13) + 11 = 24


You continue down for about a quarter mile then the passage levels out. You hear voices ahead, but you can't make out what they are saying.


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 leans in towards Maqej-I'm going to try and sneak up and see what's what. Be ready and keep an eye out behind.

He signals for Anvil to advance on the ceiling following his lead.

stealth: 1d20 + 8 ⇒ (12) + 8 = 20
perception: 1d20 + 11 ⇒ (7) + 11 = 18


perception: 1d20 + 8 ⇒ (2) + 8 = 10

You move along the passage staying low and close to the wall, up ahead you see two drow at what appears to be a 4 way intersection. They look like warriors, armor and swords, daggers, and hand crossbows.


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 silently charges the closest one!

Charge PA: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
2d6 + 13 ⇒ (1, 1) + 13 = 15


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

Seeing its two-legs attack, Anvil flits down behind the other drow and....trip: 1d20 + 8 ⇒ (17) + 8 = 25


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 Ray3 on the one struck by Dol

rangedtouchattack: 1d20 + 5 ⇒ (7) + 5 = 12

damage: 1d6 + 2 + 5 ⇒ (1) + 2 + 5 = 8


Dol's sword hacks into the drow killing him instantly and Anvil brings the second one down to the ground with his trip attack. Maq's ray passes through the air where the two drow stood seconds ago and blackens the rock wall.

The drow quickly rises to slash at Anvil with his sword.

sword: 1d20 + 6 ⇒ (5) + 6 = 11

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

bite AOO: 1d20 + 3 ⇒ (2) + 3 = 5
1d6 + 1 ⇒ (3) + 1 = 4
trip: 1d20 + 8 ⇒ (7) + 8 = 15


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

Seeing the elf get up from the ground-Maybe you should stay down...

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

GSPA: 1d20 + 7 ⇒ (1) + 7 = 8
2d6 + 13 ⇒ (3, 6) + 13 = 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

ray of frost rangedtouchattack: 1d20 + 5 ⇒ (16) + 5 = 21

damage: 1d3 ⇒ 1


Dol and Anvil combine to do little but cut and chomp at the air this round while Dol hits the drow with a weak ray of frost.

The drow strikes at Anvil but can't connect.
sword: 1d20 + 6 ⇒ (10) + 6 = 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

cast Elemental Ray4 rangedtouchattack: 1d20 + 5 ⇒ (8) + 5 = 13

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


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 ⇒ (14) + 8 = 22

Elusive this one is!


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

Come on Dol, get after it!

GSPA: 1d20 + 7 ⇒ (3) + 7 = 10
2d6 + 13 ⇒ (4, 1) + 13 = 18


This time Maq scores a direct hit with his ray, but Anvil's trip spoils Dol's attack as his sword finds nothing but air as the drow goes down for the second time.

He hops up again but not as quickly as the first time.

sword: 1d20 + 6 ⇒ (11) + 6 = 17

His slash just misses Anvil.


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 Ray5rangedtouchattack: 1d20 + 5 ⇒ (20) + 5 = 25

damage: 2d6 + 14 ⇒ (1, 6) + 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

AOO: 1d20 + 3 ⇒ (1) + 3 = 4
1d6 + 1 ⇒ (6) + 1 = 7

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

AOO: 1d20 + 7 ⇒ (17) + 7 = 24
2d6 + 13 ⇒ (5, 5) + 13 = 23
GSPA: 1d20 + 7 ⇒ (9) + 7 = 16
2d6 + 13 ⇒ (6, 5) + 13 = 24

Dolgrin grits his teeth in frustration at the difficulty in slaying this one lone drow.


The drow is overwhelmed by the combined might of the party.

There gear is nothing special a couple of long swords, daggers, hand crossbows and chain shirts. They also have 25 gold between them.

You are at a 4 way intersection, you believe that straight ahead leads towards the island.


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-These Drow are crafty! Never thought one lone elf would make so much work.

He pockets the gold and tries to toss the bodies to the side (after shooing Anvil away from its feast) so they are not as easily noted and then tries to muck up the tracks so any that follow do not know the true direction the party heads off in.

hiding bodies and mucking up tracks: 1d20 + 12 ⇒ (2) + 12 = 14

He then leads the party off towards the island keeping an eye out for any likely place to rest.

perception: 1d20 + 11 ⇒ (8) + 11 = 19


You continue up the passage and after about 50 feet there is a door on the left, the passage continues straight ahead.


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 cautiously leans in to listen at the door.

listen: 1d20 + 11 ⇒ (2) + 11 = 13


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 hear....a DOOR!


Dolgrin hears no sounds from within the room.


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 opens the door.


It is a small chamber about 10' x 12'. There are two sleeping pads on the ground, in between them is a ceramic jug and a couple of crude cups.


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 performs a quick sweep of the room to look for anything of value or secret doors before continuing down the hallway.

Keep an eye out Maqej. You too bug.

room perception: 1d20 + 11 ⇒ (1) + 11 = 12

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

Will do Dol...room perception: 1d20 + 8 ⇒ (16) + 8 = 24


You don't find anything of value or any doors but the one you came in.

As you continue down the passage you come to some rough stairs which lead down about 50 feet, at the bottom of the stairs the passage continues again but is semi-flooded, there is about 12-14 inches of water in the passage at the bottom of the stairs.


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 glumly at the water and moans-I hate getting wet....

He looks for any other way through and thinks about the way the party has come thus far for an alternative.

Take 10 or 20 (+11 perception) to look at the water and assess for critters and traps. Will poke it with his sword and see if anything gets stirred up.


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 stops his progress along the top of the tunnel, wondering why his two legs are not advancing. It waits patiently for their next move, antennae twitching with curiosity.


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

Ooh, sword poking...good idea Dol!

Maqej bounces excitedly...


The 2 drow were at a 4 way intersection, you don't know what lies down 2 of the passages, but those passages did not immediately lead in the direction of the island.

The water near the stairs is murky, you don't sense anything and your sword strikes the bottom without encountering anything.


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

Resignedly-There's nothing for it then-I don't feel like going all the way back; I guess we get our boots wet. Click if you see anything bug!

Dolgrin advances into the murky water, great sword ready for...whatever.

perception: 1d20 + 11 ⇒ (16) + 11 = 27


The water feels as warm as bath water, you figure there must be thermal activity in the area.

The floor beneath your feet slopes down but levels off after about 100 feet, the depth of the water is now up to Dol's chest and Maq's waist. The ceiling above your head is close, Maq can reach up and brush it with his fingertips.

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

Go back or move on Maqej; that seems to be the question. Hope you can swim bug!

Unless Maqej says otherwise the doughty Dolgrin wades on.

perception: 1d20 + 11 ⇒ (9) + 11 = 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

onward


stealth : 1d20 + 10 ⇒ (16) + 10 = 26
shock: 4d8 + 8 ⇒ (4, 1, 1, 5) + 8 = 19

Dolgrin is surprised as a large eel brushes up against him and jolts him with a healthy dose of electricity. Maq receives half a jolt (10 points) due to being further away and Anvil escapes altogether. Fort save DC 20 to take 1/2 damage.

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

-16HP
DC 20 FORT: 1d20 + 8 ⇒ (8) + 8 = 16
-35HP

F+!&'s sake! I HATE getting wet! Move back Maqej; to dry land if possible.

As he roars this out his blade slashes down at the eel.

slash: 1d20 + 7 ⇒ (2) + 7 = 9
2d6 + 13 ⇒ (4, 5) + 13 = 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

Anvil clicks its mandibles in concern. Why is it's two-legs yelling?

perception: 1d20 ⇒ 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

fort: 1d20 + 4 ⇒ (7) + 4 = 11

Ow!

scramble back to land...


The eel bites at Dol as the party retreats back to land but is unable to penetrate his armor. The eel follows part of the way but when the water starts to get shallow turns back.

Maq and Dol climb out of the water at the steps. Anvil follows wondering why the two legs can't make up their minds on which way to go.

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

-35 HP

Do I have any chance of killing it with arrows?

Do you have any magics that would do the trick here Maqej? Either way, this looks like a good place to rest and I'm in sore need of one. The eel can guard our back and I don't think the locals will come this way as a rule of thumb so we shouldn't see any visitors. If you have any more healing for the today, I won't complain.

Dolgrin starts setting up camp motioning for Anvil to guard the stairs coming down while he does.


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

Im not sure that my Elemental Ray would work underwater....or anything else I have...

Cast 3 infernals on Dol...

1 on myself...


At this point you don't know where the eel is located. You also realize the water will reduce the effectiveness of your weapons to some extent. In theory you could kill it with arrows if you could locate it and had time to shoot enough arrows at it.

Go ahead and make perception rolls for watch.


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

-5HP

watch 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

on watch: 1d20 ⇒ 7


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 ⇒ (10) + 8 = 18

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