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

Any chance I could climb up to a higher vantage point and get a sense of the city? Can we see much street traffic from our vantage point?

Well bug if you could talk I'd have you scout and report but I don't understand click-click-bzzzz. Any thoughts guys?


You have come to the "surface" in the late evening, its around 11:00pm. The number of people passing by in front of your alley is pretty small, in about 5 minutes you only see 2 groups of 3 and 4 drow. The buildings on the alley are about 12'-15' in height, you think you would see more from up there than from the alley.


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 his companions-Keep an eye out for nosey nixies; I'm going to climb up and see what the city looks like. With that he sheds his breastplate and tries to climb to the top of a likely building for a looksey.

climb: 1d20 + 8 ⇒ (4) + 8 = 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

Take 10 or 20 if needed...


After a slight struggle you manage to get up on the roof. Immediately standing out from the rest of the city are 4 walled compounds with large strucures inside, one of the structures has a blue tile roof which you remember should be the building you are looking for.

If you head left at the end of the alley that should take you to the compound in about 5-10 minutes of walking.


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 floats down to street level once more and puts on his breastplate. Good thing I took off that breastplate; it would have been the death of me! There are 4 walled compounds that I can see, but only one with a blue tile roof. It looks like heading down the alley and taking a left, it's about maybe 10 minutes from here. If you are ready let's go.

He finishes fastening the breastplate clasps and grabs his sword, heading down and left.

perception on the way: 1d20 + 12 ⇒ (14) + 12 = 26


You pass a few groups of drow as you move through the town but nobody interferes with you. After 10 minutes you arrive in the area of the compound which has a 15' wall surrounding it. The entrance is a large gate which is closed. On either side of the gate are towers which overlook it, on the top level of each tower are 2 drow guards.

You figure there may be more drow in the lower levels of the towers to open the gates if necessary.


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 about for any other entry ways to the compound.

perception: 1d20 + 12 ⇒ (13) + 12 = 25 (take 20 if possible)

Any ideas guys?


You see no other way to enter the compound.


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"What's in our inventory? Wheelbarrow? Holocaust cloak? Any potions or magic that might help us climb, levitate or fly? Can Maq levitate or fly? Turn us all invisible and we sneak through the gate the next time they open it? We could rest and I could memorize different spells if you can think of some that would be useful."


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

Nothing useful here. Boo, I'm useless.


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

Angruk if only we had a few of those... I've a ton of rope, this spider ring, a holy symbol of Estaril, and some random dungeoneering equipment. I can try and sneak a climb over the walls, Maqej can try and talk us through the gates-maybe we are making a delivery or something, we could try and stage a diversion in front of the gates and then try and sneak in during the confusion, or we can die trying to force our way through the gates. Not a huge fan of the last option mind you.

If no one comes up with anything better Dolgrin dutifully attempts to sneakily scale the walls. In armor this time so prepare for hilarity. sneak: 1d20 + 9 ⇒ (18) + 9 = 27 climb: 1d20 + 5 ⇒ (8) + 5 = 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

~retcon~

Dolgrin quietly prepares to scale the wall when he suddenly remembers that he has been saving a potion of levitation for just such an occasion. Smacking his thick dwarven skull he grabs Maqej and gives Argruk an end of rope and Maqej the other, I'll lower Maqej once we get to the top and use his weight to help pull you up quick. Once you are up with me we can quickly, and hopefully quietly, levitate down the other side. Quaffing the potion, Dolgrin executes his genius scheme.

If all goes to plan:
Once down the far side of the wall, Dolgrin assess his surroundings, looking for a likely entry point to the building. perception: 1d20 + 12 ⇒ (5) + 12 = 17


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 takes to the air, circling the compound lazily, waiting to see if his companion's plan pays off.


I have Dol's stealth roll, need the rest.


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

here goes, stealth: 1d20 + 3 ⇒ (6) + 3 = 9


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

Bzzzzz....
stealth: 1d20 + 11 ⇒ (14) + 11 = 25


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

stealth: 1d20 + 1 ⇒ (3) + 1 = 4


The party makes it over the wall but Maq and Ang both fall. Maq let's out a short curse and Ang's hammer makes what seems like a rather loud clanging sound as it hits the stone courtyard. Dol looks around nervously but nobody appears to have noticed.

You are now inside the wall in a stone courtyard. You went over the wall about mid way between the front gate and the back of the compound. To the right along the wall is the front gate and gate towers. To the left towards the back of the compound there is some sort of structure along the back wall. Ahead of you about 60' across the courtyard is side building that joins with the main keep. The side building has a wooden door facing in your direction. The 60' you need to cross is exposed to the views from the gate towers. If you continued along the wall you might find something towards the back of the main keep that you could approach without being exposed to the gate towers, but if there is anyone on guard by the structure by the back wall you might be exposed to their view.


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

Scowling at the two clatter-clowns Well at least the dead aren't rising after your performance. Now it looks like risk or risk. Let's follow this wall and see if the rear is more hospitable.

stealth: 1d20 + 9 ⇒ (12) + 9 = 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

"Sorry Dol", stealth: 1d20 + 3 ⇒ (11) + 3 = 14


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"I'll try to do bettter."
stealth: 1d20 + 1 ⇒ (17) + 1 = 18


The party crouches among the shadows by the wall and makes it to the back of the compound.

Close to you is a door into the structure along the back wall. There is another entrance to this building further away. You can also see two entrances along the back of the keep. The keep itself blocks the view from the guard towers to this area.


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

Can't imagine the head we need to liberate is in this back building. Desna smiles on us and has these other two doors conveniently hidden from the view of the towers. Let's go take a look at the first one and see if it's friendly. Keep your senses out for drow magics; I'll look for any mechanical traps.

Dolgrin moves up to the first door and looks for any traps, listens to hear if any sound comes from within, and then enters through the door.

find traps: 1d20 + 14 ⇒ (3) + 14 = 17
listen: 1d20 + 12 ⇒ (19) + 12 = 31
unlock if needed: 1d20 + 11 ⇒ (5) + 11 = 16


The party approaches the closest back door and Dol looks it over for traps, finding none. He places his ear close to the door and hears only a slight hum coming from his pouch where he has stored the drow spider ring. He takes the ring from the pouch and brings it towards the door lock and hears a click, trying the door it opens to his touch.

The room is about 10' wide by 20' long with a door at the far end. There are some wooden crates stacked near the door, looks like food supplies. The room has shelves running the length of the room on both sides containing food and drink as well as some plates, cups, utensils, etc. Must be some sort of pantry. It would make sense for the next room to be a kitchen, but with drow who knows.


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

Any magic in here fellas?


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

Detect magic in the pantry...perception: 1d20 + 9 ⇒ (8) + 9 = 17


Maq finds a box of Lucky Charms amongst the foodstuffs in the pantry. They're magically delicious! Other than that, the door locks on the door you came in and on the far door radiate a faint magic.


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

Listen at the door and open slowly if it sounds 'safe'.

perception: 1d20 + 12 ⇒ (5) + 12 = 17


Dolgrin does not hear anything in the next room. The door only opens when he brings the spider ring in proximity to the lock. You are in a 20' wide by 25' long room, it is a large kitchen. There is a double door at the far end of the room. There is also a narrow staircase leading up and a narrow staircase leading down.


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

Just give me something to kill...

Let's check upstairs first. Isn't that where the mighty usually are? Come on bug.

check stairs for traps: 1d20 + 14 ⇒ (18) + 14 = 32
listen for noises above: 1d20 + 12 ⇒ (6) + 12 = 18


No traps on the stairs, nothing heard. There is a door at the top 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 moves up the stairs and inspects the door.

It's getting crowded in here. Never thought I would miss the caves this much...

door trapped?: 1d20 + 14 ⇒ (3) + 14 = 17
anything behind? ears cocked: 1d20 + 12 ⇒ (2) + 12 = 14

If it sounds safe, open the door.


Finding no traps and hearing no sounds Dolgrin opens the door. It looks like some sort of fancy sitting room. There are large comfy looking chairs, an extensive bar with expensive looking crystal glasses and liqueurs, one wall has a shelf with some books, and finely woven tapestries cover the walls depicting scenes of drow slaughtering the various surface races.


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

Maybe a quick magic sweep fellas?

Dolgrin moves quickly to the bar looking for any spirits he might recognize. It's been a LOOONG time since he had something to sip on.

Any other exits from this room visible?


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 cast detect magic...


The room in general radiates faint magic, after studying it for a while you believe that the room has some sort sound dampening effect upon it. You could make quite a bit of noise in this room and it wouldn't leave the area.

Dolgrin finds all sorts of different spirits including a few dwarven ones present at the bar in expensive decanters.

Angruk: "Grab it for later Dolgrin, we can drink it after we have the b@!+%'s head."

A freakish huge spider with a humanoid face appears out of nowhere and bites Ang,Dol,Maq: 1d3 ⇒ 1 Ang

bite: 1d20 + 11 ⇒ (8) + 11 = 19
dam: 2d6 + 7 ⇒ (4, 1) + 7 = 12
DC18 Fort save v poison or take con dam: 1d2 ⇒ 1


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

fort save: 1d20 + 8 ⇒ (17) + 8 = 25

"Aaaarrrghh, what the f*ck!"

hammer: 1d20 + 8 ⇒ (2) + 8 = 10

Missing with his hammer as he tries to return the favor.

-12hp


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

"Friggin spidery freak! Stay away from Ang!!"

Cast Elemental Ray1 rangedtouchattack: 1d20 + 5 ⇒ (15) + 5 = 20

damage: 1d6 + 2 + 5 ⇒ (6) + 2 + 5 = 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

Anvil nips at the thing:

bite: 1d20 + 4 ⇒ (12) + 4 = 16
1d6 + 1 ⇒ (2) + 1 = 3


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

Ahhh come on.... I didn't even get to really look at the brandies yet!

GSPA: 1d20 + 8 ⇒ (19) + 8 = 27
2d6 + 13 ⇒ (6, 6) + 13 = 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

confirm: 1d20 + 8 ⇒ (16) + 8 = 24
2d6 + 13 ⇒ (3, 1) + 13 = 17


Maq wounds the beast with his ray and Dol finishes it off, but another spider appears and attacks.

Ang Dol Maq: 1d3 ⇒ 1

bite: 1d20 + 11 ⇒ (18) + 11 = 29
dam: 2d6 + 7 ⇒ (2, 2) + 7 = 11

DC18 fort save or con dam: 1d2 ⇒ 1


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"Damn these things!"

Fort: 1d20 + 8 ⇒ (15) + 8 = 23

[dice=hammer1d20+8[/dice]


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 rangedtouchattack: 1d20 + 6 ⇒ (8) + 6 = 14

damage: 1d6 + 2 + 5 ⇒ (3) + 2 + 5 = 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

Angruk, I think the like you so much because you are sweet!

GSPA: 1d20 + 8 ⇒ (17) + 8 = 25
2d6 + 13 ⇒ (1, 6) + 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

Now wondering what Angruk tastes like, Anvil nips at the second spider-thing.
nip: 1d20 + 3 ⇒ (18) + 3 = 21
1d6 + 1 ⇒ (4) + 1 = 5


Ang and Anvil team up to damage the spider and it fades away disappearing from sight.


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"Good riddance creature, don't bother coming back."

-23hp


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 strenuously perceives to identify the things location perception: 1d20 + 12 ⇒ (6) + 12 = 18. Tongs! Where did that thing go?

Failing that he grabs any fine spirits that he can identify and hides them away safely in his pack. For celebrating after the deed is done and we are safe and away from this evil place!

Any exits from this room outside the way we came in?

detect trap: 1d20 + 14 ⇒ (12) + 14 = 26
listen: 1d20 + 12 ⇒ (16) + 12 = 28

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