the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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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

"Well, a large drow is standing guard. I didn't see anything else beyond that. I think he's waiting for a password."


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

Is there anywhere closer to that door that we could sit and perhaps overhear the password being uttered (if there is one)?


The booth next to yours is the last booth and would be the same distance (15 feet) from the door as the last table. The booth is unoccupied but the table has a group of five sitting at it, so you move to the booth. As you do so, the waitress notices your empty glasses and comes by to ask how you are doing.

Angruk: "Another round lass!"

The place is relatively noisy with rowdy patrons, a fair amount of which are on their way to getting pretty drunk, so you figure you would have to be pretty lucky to overhear what was being said at the door without magical aid.


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 don't have any magics that'll help us hear. Sorry guys."


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 hopes Desna is watching and strenuously listens for the next few times people go to the door.

squinting with his ears: 1d20 + 13 ⇒ (20) + 13 = 33


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

Desna, I love you!


Even the blind pig gets the occasional acorn. About 10 minutes after you make your move another drow (this one looks more ordinary than the first one to enter) heads to the door and you hear him speak "blade storm".


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

Delighted at his luck Bless your sweet tits Desna!, Dolgrin whispers to Maqej The password appears to be 'blade storm'. Do you think we should go as a group or individually.


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

Let's try as a group...


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

Finishing his ale and placing some silver on the table.

"I agree, we should stick together."


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 with the group to the door and waits for the guard to address him. When he does Dolgrin quietly says, Blade storm. and tries to move past the guard and through the door.


The guard raises his eyebrows at Dolgrin but waves the group past him.

You are in a 20 ft long hallway with a door at the far end.


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 breathes a small sigh of relief as the party moves down the hall to the door beyond.

Listening at the door prior to opening.
perception: 1d20 + 13 ⇒ (7) + 13 = 20

If nothing crazy, open the door.


The door opens into a 10' x 10' room with stairs going down. At the bottom of the stairs a 5' wide passage runs to the left and right, the passage walls are damp and there are intermittent puddles on the floor.

Left or right?


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 scans the floor for any obvious signs of activity.

survival: 1d20 + 16 ⇒ (4) + 16 = 20

If he gets any hint of where most of the traffic goes, head that way. If nothing head right.


Looks like some traffic going both ways.

The party heads right (east). The hall runs about 50 feet before taking a 90 degree turn to the right (south) and runs another 15 feet before ending in a door. The last 15 feet of hallway has no puddles and the wall look less damp.


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

Before moving forward Dolgrin checks the area for any traps as well as a brief examination of the stonework to see if he notices anything uninque in the construction.

1d20 + 10 ⇒ (3) + 10 = 13


You believe the stonework is duergar, you know they do a lot of stonework for the drow.

You move forward down the hallway looking for traps but not finding anything and arriving safely at the door.


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 and Angruk, Well, here goes something... and glances at Anvil to make sure the bug is in position.

Dolgrin slowly opens the door and looks inside.


As Dolgrin opens the door dozens of needle like darts shoot out damaging the party and you hear the ringing of a bell.

damage: 6d4 ⇒ (1, 3, 2, 3, 3, 4) = 16

DC21 reflex for half damage

Three large hybrid form wererats leap up from a table with great swords.

rats init: 1d20 + 6 ⇒ (10) + 6 = 16

Ang init: 1d20 + 1 ⇒ (11) + 1 = 12
Dol init: 1d20 + 10 ⇒ (15) + 10 = 25
Maq init: 1d20 + 7 ⇒ (9) + 7 = 16

Dol and Maq go ahead.


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 Haste


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

DC21 REF: 1d20 + 9 ⇒ (8) + 9 = 17

Dolgrin dodges straight into the barrage of darts.

-16HP

Somewhat stunned by the blast of darts Dolgrin wisely delays until Maqej gets his haste off and then moves to engage the muroid foe.

Swinging at the most hardy looking beast:

Suck this cheese!

GSPA1: 1d20 + 11 ⇒ (15) + 11 = 26
w/vital strike: 4d6 + 13 ⇒ (2, 4, 3, 5) + 13 = 27

haste: 1d20 + 11 ⇒ (6) + 11 = 17
w/vital strike: 4d6 + 13 ⇒ (4, 3, 6, 2) + 13 = 28

GSPA2: 1d20 + 4 ⇒ (15) + 4 = 19
2d6 + 13 ⇒ (1, 6) + 13 = 20


Maq roll your reflex save!

Dol's first attack lands a solid blow against the largest of your foes, the other two glance off the creatures armor.

As the bell continues to ring the rats counter-attack.

On Dol:
GS: 1d20 + 11 ⇒ (12) + 11 = 23
dam: 2d6 + 8 ⇒ (6, 3) + 8 = 17

On Maq:
GS: 1d20 + 8 ⇒ (5) + 8 = 13
dam: 2d6 + 4 ⇒ (1, 2) + 4 = 7

On Ang:
GS: 1d20 + 10 ⇒ (12) + 10 = 22
dam: 2d6 + 6 ⇒ (1, 4) + 6 = 11


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

reflex: 1d20 + 6 ⇒ (10) + 6 = 16

hammer: 1d20 + 10 ⇒ (18) + 10 = 28
dam: 1d8 + 4 ⇒ (6) + 4 = 10

hammer: 1d20 + 10 ⇒ (7) + 10 = 17
dam: 1d8 + 4 ⇒ (6) + 4 = 10

-27hp


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

ref: 1d20 + 7 ⇒ (4) + 7 = 11

Ow!!

Fire an Elemental Ray1rangedtouchattack: 1d20 + 7 ⇒ (10) + 7 = 17

damage: 1d6 + 2 + 5 ⇒ (1) + 2 + 5 = 8


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

RETCON:

Anvil attempts to trip the foe engaged with Dolgrin:

trip: 1d20 + 8 ⇒ (7) + 8 = 15

This round:

Trip again
trip: 1d20 + 8 ⇒ (16) + 8 = 24

or if down bite:
chomp: 1d20 + 5 ⇒ (5) + 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

-33HP

These rascals are TOUGH!

Squeek! Squeek! Slash!

GSPA1: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
w/vital strike: 4d6 + 13 ⇒ (3, 1, 2, 4) + 13 = 23

haste: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
w/vital strike: 4d6 + 13 ⇒ (3, 5, 3, 3) + 13 = 27

GSPA2: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
2d6 + 13 ⇒ (1, 5) + 13 = 19

But it looks like they may be too tough for Dolgrin's skills...


Dolgrin slices his foe again, he looks pretty battered. Maq burns his a bit.

The wererats strike back.

On Dol
GS: 1d20 + 11 ⇒ (12) + 11 = 23
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17

On Maq
GS: 1d20 + 8 ⇒ (7) + 8 = 15
dam: 2d6 + 4 ⇒ (2, 3) + 4 = 9

On Ang
GS: 1d20 + 10 ⇒ (14) + 10 = 24
dam: 2d6 + 6 ⇒ (1, 1) + 6 = 8

A fourth ratman appears and slices feebly at Anvil
GS: 1d20 + 8 ⇒ (1) + 8 = 9
dam: 2d6 + 4 ⇒ (5, 6) + 4 = 15


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

"Did I mention, I hate frickin rats!"

hammer: 1d20 + 9 ⇒ (12) + 9 = 21
dam: 1d8 + 4 ⇒ (1) + 4 = 5

hammer: 1d20 + 9 ⇒ (20) + 9 = 29
dam: 2d8 + 8 ⇒ (8, 5) + 8 = 21

-35hp


Dolgrin Ironstrike wrote:

-33HP

These rascals are TOUGH!

Squeek! Squeek! Slash!

[dice=GSPA1]1d20+11+1
[dice=w/vital strike]4d6+13

[dice=haste]1d20+11+1
[dice=w/vital strike]4d6+13

[dice=GSPA2]1d20+11+1
[dice=]2d6+13

But it looks like they may be too tough for Dolgrin's skills...

According to rules, you can't use Vital Strike with a Full Attack or with haste.

If you want to choose another feat that is cool with me.
http://paizo.com/threads/rzs2m5zh?Vital-Strike-Haste


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 Ray2rangedtouchattack: 1d20 + 7 ⇒ (18) + 7 = 25

damage: 1d6 + 2 + 5 ⇒ (1) + 2 + 5 = 8


DM Darkvision wrote:
Dolgrin Ironstrike wrote:

-33HP

These rascals are TOUGH!

Squeek! Squeek! Slash!

[dice=GSPA1]1d20+11+1
[dice=w/vital strike]4d6+13

[dice=haste]1d20+11+1
[dice=w/vital strike]4d6+13

[dice=GSPA2]1d20+11+1
[dice=]2d6+13

But it looks like they may be too tough for Dolgrin's skills...

According to rules, you can't use Vital Strike with a Full Attack or with haste.

If you want to choose another feat that is cool with me.
http://paizo.com/threads/rzs2m5zh?Vital-Strike-Haste

Dukillus, oh no!


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

-50HP

GSPA1: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
2d6 + 13 ⇒ (2, 4) + 13 = 19
haste: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
2d6 + 13 ⇒ (4, 6) + 13 = 23
confirm: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
2d6 + 13 ⇒ (4, 4) + 13 = 21
GSPA2: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
2d6 + 13 ⇒ (2, 3) + 13 = 18

Realizing the party is in grave danger (is there any other kind?) Dolgrin lays on some savage slashes to his foe, his blood flowing freely from multiple wounds.


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

No trip on my 24 above?

Anvil tries to trip the raty now attacking it.

trip: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16

haste trip: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14


The bell continues to clang loudly...

Give me some perception checks this round.

Ang lands a solid blow, his rat is starting to slow a bit.

Dolgrin's great sword opens his ratty foe from his left shoulder to his right hip, his entrails come spilling out as he goes down in a pile of gore.

Maq burns his foe again.

Anvil's trips are unsuccessful but he is keeping a ratface busy with his maneuvering.

Maq
GS: 1d20 + 8 ⇒ (13) + 8 = 21
dam: 2d6 + 4 ⇒ (1, 6) + 4 = 11

Ang
GS: 1d20 + 10 ⇒ (20) + 10 = 30
dam: 4d6 + 12 ⇒ (5, 3, 3, 5) + 12 = 28

Anvil
GS: 1d20 + 8 ⇒ (11) + 8 = 19
dam: 2d6 + 4 ⇒ (6, 1) + 4 = 11


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

Angruk is nearly cut down by the rat's counter strike, but he manages to keep his feet and casts a cure on himself.

Cure Self: 3d8 + 6 ⇒ (3, 6, 8) + 6 = 23

-40hp


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 switches tactics, bringing its sharp mandibles into play:

bite: 1d20 + 5 ⇒ (18) + 5 = 23
1d6 + 2 ⇒ (5) + 2 = 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

-50HP

perception: 1d20 + 13 ⇒ (9) + 13 = 22

Dolgrin slides over to try and take some pressure off of Angruk.

GSPA1: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
2d6 + 13 ⇒ (6, 1) + 13 = 20
hasate: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
2d6 + 13 ⇒ (3, 4) + 13 = 20
GSPA1: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
2d6 + 13 ⇒ (5, 4) + 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

-11 hp

perception: 1d20 + 10 ⇒ (5) + 10 = 15

Elemental ray3 rangedtouchattack: 1d20 + 7 ⇒ (6) + 7 = 13

damage: 1d6 + 2 + 5 ⇒ (2) + 2 + 5 = 9


Anvil gets a good chomp in on the ratface attacking him.

Maq's ray goes wide.

Dolgrin slices and dices Ang's opponent and then catches another ratman trying to sneak up on the group from behind.

stealth: 1d20 + 10 ⇒ (11) + 10 = 21

Maq
"Taste my steel sorcerer."
GS: 1d20 + 8 ⇒ (14) + 8 = 22
dam: 2d6 + 4 ⇒ (6, 3) + 4 = 13

Anvil
GS: 1d20 + 8 ⇒ (11) + 8 = 19
dam: 2d6 + 4 ⇒ (4, 5) + 4 = 13

new rat on Dol
"Damn you, I was just about to slide my blade into your back!"
GS: 1d20 + 11 ⇒ (4) + 11 = 15
dam: 2d6 + 8 ⇒ (3, 2) + 8 = 13


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

Bull's strength on Dolgrin.

"Call out if you need heals!"

-40hp


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

-50HP

Angruk, keep an eye on Maqej, I'll handle myself......hopefully

Dolgrin slices away at the dirty rat:
GSPA1: 1d20 + 11 + 1 + 2 ⇒ (12) + 11 + 1 + 2 = 26
2d6 + 13 + 2 ⇒ (3, 5) + 13 + 2 = 23
haste: 1d20 + 11 + 1 + 2 ⇒ (14) + 11 + 1 + 2 = 28
2d6 + 13 + 2 ⇒ (4, 2) + 13 + 2 = 21
GSPA2: 1d20 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12
2d6 + 13 + 2 ⇒ (1, 1) + 13 + 2 = 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 snips again at his rat foe.

Not as sweet as elf; more....gamey...

bite: 1d20 + 5 ⇒ (15) + 5 = 20
1d6 + 2 ⇒ (2) + 2 = 4


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 Shield on myself


Ang boost Dolgrin's strength.

Dolgrin puts it to good use, connecting twice and doing considerable damage to the new rat. He looks like he is regretting his decision to join the melee.

Anvil strikes his rat again.

Maq's magical shield forms around him.

Maq:
GS: 1d20 + 8 ⇒ (7) + 8 = 15

Anvil:
"Die, stupid bug!"
GS: 1d20 + 8 ⇒ (20) + 8 = 28
dam: 4d6 + 8 ⇒ (3, 4, 4, 1) + 8 = 20

Dol:
GS: 1d20 + 11 ⇒ (2) + 11 = 13


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

Ang smashes his hammer into Maq's opponent.

hammer: 1d20 + 9 ⇒ (17) + 9 = 26
dam: 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

-24hp

cast infernal healz 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

Anvil emits a high-pitched screech as the blade crushes through its thick shell.

-20HP

bite: 1d20 + 2 ⇒ (6) + 2 = 8

There is no energy behind its bite.


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

-49 HP 1/10 IH

BUG!

Time to finish these fu**ers off!

GSPA1: 1d20 + 11 + 1 + 2 ⇒ (10) + 11 + 1 + 2 = 24
2d6 + 13 + 2 ⇒ (4, 5) + 13 + 2 = 24
haste: 1d20 + 11 + 1 + 2 ⇒ (4) + 11 + 1 + 2 = 18
2d6 + 13 + 2 ⇒ (3, 4) + 13 + 2 = 22
GSPA2: 1d20 + 6 + 1 + 2 ⇒ (10) + 6 + 1 + 2 = 19
2d6 + 13 + 2 ⇒ (1, 1) + 13 + 2 = 17

But his slashes are wild as his fear for his companion clouds his mind.


Dol's first attack finishes his foe, two ratmen remain, they frantically strike at Maq and Anvil. Missing Anvil but penetrating Maq's magical defenses.

Maq
GS: 1d20 + 8 ⇒ (14) + 8 = 22
dam: 2d6 + 4 ⇒ (2, 3) + 4 = 9

Anvil
GS: 1d20 + 8 ⇒ (10) + 8 = 18

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