the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


2,301 to 2,350 of 2,558 << first < prev | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | next > last >>

It's got HUGE gnashing fangs! Bust out the holy hand grenade!


attack Ang1 or Maq2: 1d2 ⇒ 2

claw: 1d20 + 8 ⇒ (10) + 8 = 18
dam: 1d8 + 4 ⇒ (5) + 4 = 9

claw: 1d20 + 8 ⇒ (1) + 8 = 9
bite: 1d20 + 12 ⇒ (1) + 12 = 13

The beast rakes Maq with one claw and then inexplicably inserts its other claw into its own mouth and bites it off with a vicious bite, killing itself.

end of combat


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 channels energy.

channelx2: 6d6 ⇒ (3, 5, 4, 6, 5, 1) = 24


Double ones...saved by the spirit of Randtam! :D


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

-32 HP
-3 CON

Dolgrin totters to his feet, Well looks like you boys didn't need me after all...maybe going forward we have you both in the front! That's a nasty scratch Maqej.

Checking his wounds for any signs of infection Dolgrin murmurs a curious prayer of thanks to the infernal powers that have kept him alive this long and searches the room for any other dangers before preparing to move through the far door.

perception: 1d20 + 13 ⇒ (10) + 13 = 23

check door for traps: 1d20 + 16 ⇒ (3) + 16 = 19


So there are stairs you came down behind you, there is an exit to the cavern ahead of you, there is what Maq believes is an illusory wall to the left where the rat came from and another illusory wall to the 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 will further examine the illusory wall to the left in the hopes of cool stuff to follow!


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 going to cast Shield on myself


Dolgrin walks through the illusory wall which contains an approximately 12' x 12' area. There are several dead bodies that are in various states of decomposition and have been mostly eaten, at least the tasty bits. Angruk follows Dol into the area, eyes watering at the powerful stench.


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 does a thorough search hoping his near death experience provides more than painful bites and claw marks.

Take 20 or
perception: 1d20 + 13 ⇒ (9) + 13 = 22

I hate to ask Desna for more, but I'll try it anyways.

After completing his search of the cleared area he takes a quick peek at what lies beyond the other illusion.


The party searches the entire area and Maq detects magic uncovering:

45 platinum
200 gold
+2 greatsword (can detect evil 1/day)
+1 frost warhammer
lesser metamagic rod - maximize
wand of heroism - 10 charges
potion of lesser restoration
potion of cure 3d8+5
rope of climbing
+1 breastplate
+2 ring of protection
ring of freedom of movement (5 rounds/day; can be activated 1 round at a time)

The 2 hands you found before are Hand of the Mage, Hand of Glory.

Welcome to LEVEL 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

Holy schnikes!


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
DM Darkvision wrote:

The party searches the entire area and Maq detects magic uncovering:

45 platinum
200 gold
+2 greatsword (can detect evil 1/day)
+1 frost warhammer
lesser metamagic rod - maximize
wand of heroism - 10 charges
potion of lesser restoration
potion of cure 3d8+5
rope of climbing
+1 breastplate
+2 ring of protection
ring of freedom of movement (5 rounds/day; can be activated 1 round at a time)

The 2 hands you found before are Hand of the Mage, Hand of Glory.

Welcome to LEVEL 7!

Dolgrin requests:

+2 GS
ring of freedom of movement
hand of glory (only makes sens if he gets the ring)
rope of climbing


Please post your magic gear on your character page


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

Maqej would like the Rod and ring of prot.


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
Maqej Lek wrote:
Maqej would like the Rod and ring of prot.

You should take the wand too Maq.

And why don't you drink these potions right now Dol, you are still pretty beat up.


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

alright


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Ang will take the other stuff


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

-32 HP
-3 CON

Dolgrin heeds Angruk's advice and downs the two potions before leading the party through the exit on the far side of the cavern:

lesser restoration: 1d4 ⇒ 3
cure: 3d8 + 5 ⇒ (5, 4, 2) + 5 = 16

-16 HP

Good thinking Angruk. On to our next adventure!

listen for death ahead before moving through exit: 1d20 + 14 ⇒ (4) + 14 = 18


The party moves through the exit into a rough passage hacked from the stone. After following the passage for about 100' it ends in a 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

-16 HP

Dolgrin bristles as he sees the rough hewn passage of stone. That's no way to delve....bastards...

He wonders what uncouth race would perform such crappy work.
knowledge dungeoneering: 1d20 + 8 ⇒ (16) + 8 = 24

The sturdy dwarf then moves towards the door and looks for traps.

aspect of the falcon!: 1d20 + 17 + 4 ⇒ (12) + 17 + 4 = 33

If it's trapped he will attempt to disarm, otherwise he listens to hear what's beyond 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35.

If no sound detected he opens the door and takes a gander.


Dolgrin thinks the stone work was a rush job but no ready indicators of a particular race. The door has no traps but a decent lock that he disables.

The door opens onto a small 5'x5' landing with stairs leading 5' down into a large flooded cavern with natural pillars running from the floor to the ceiling. The cavern is approximately 25' x 75' with a 30' ceiling. The water is dark and murky of an unknown depth.


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

Should have taken favorite enemy water!

Dolgrin shakes his head ruefully, Water again; and I don't even like baths. Any thoughts before I go for a swim fellas?

perception: 1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22
Also detect magic


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 Message on Dol, "Keeps the mites off ya, Dol!"


Detect magic reveals nothing. Angruk casts bless on the party before Dol heads down the steps and wades into the chest deep water.

"Just in case."

Dol moves forward through the water towards the far end of the cavern.

Ang-Dol-Maq-Baddies init: 4d20 ⇒ (8, 15, 13, 2) = 38

The party sees 2 large water elementals quickly approaching. 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

Dolgrin yells back at Maqej, Is this what a mite looks like? Hope you got some cool magic that works on water!

He then steadies himself and readies his feet preparing to lash out with his blade as soon as one come comes within range.

Swift action: Aspect of the tiger; +2 DEX for 1 minute (10 rounds). AC now 25.

Now let's see if I can work the forge with an an aquatic anvil....

GSPA1: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
2d6 + 14 ⇒ (3, 1) + 14 = 18
GSPA2: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
2d6 + 14 ⇒ (1, 3) + 14 = 18
confirm: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
2d6 + 14 ⇒ (6, 1) + 14 = 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

"Um, water and fire isn't the best combination. Go, Dol, Go! Does that help?"


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

warhammer: 1d20 + 10 ⇒ (14) + 10 = 24
dam: 1d8 + 4 ⇒ (3) + 4 = 7


Dol connects twice on the elemental that comes at him. Ang connects on the elemental that comes at him and Maq. All blows do damage just not as much as expected.

On Dol:
slam: 1d20 + 11 ⇒ (4) + 11 = 15
dam: 1d12 + 6 ⇒ (8) + 6 = 14

slam: 1d20 + 11 ⇒ (20) + 11 = 31
dam: 2d12 + 12 ⇒ (4, 12) + 12 = 28
CRIT magnet is struck once.

On Ang:
slam: 1d20 + 11 ⇒ (5) + 11 = 16
dam: 1d12 + 6 ⇒ (9) + 6 = 15

slam: 1d20 + 11 ⇒ (8) + 11 = 19
dam: 1d12 + 6 ⇒ (1) + 6 = 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

-44 HP

Changing secondary aspect from bear to bull (+1 hit/damage)

Spluttering and trying to regain his breath, Dolgrin lashes out again with his blade.

GSPA1: 1d20 + 12 + 1 + 1 ⇒ (20) + 12 + 1 + 1 = 34
2d6 + 14 + 1 ⇒ (3, 4) + 14 + 1 = 22
crit: 2d6 + 14 + 1 ⇒ (2, 1) + 14 + 1 = 18
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
2d6 + 14 + 1 ⇒ (6, 2) + 14 + 1 = 23


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 Magic Missile on Ang's missiles: 4d4 + 4 ⇒ (2, 2, 3, 1) + 4 = 12


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

hammer: 1d20 + 11 ⇒ (8) + 11 = 19


Dolgrin's magical blade impales the water elemental doing massive damage but the creature still comes on. Maq missiles the other elemental but the best Ang can come up with is a near miss.

Luckily the elementals both miss.

slam: 1d20 + 11 ⇒ (9) + 11 = 20

slam: 1d20 + 11 ⇒ (11) + 11 = 22

slam: 1d20 + 11 ⇒ (3) + 11 = 14

slam: 1d20 + 11 ⇒ (7) + 11 = 18


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

This counts as my bath for the month!

Dolgrin sloshes away at his elemental enemies.

GSPA1: 1d20 + 12 + 1 + 1 ⇒ (6) + 12 + 1 + 1 = 20
2d6 + 14 + 1 ⇒ (3, 3) + 14 + 1 = 21
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
2d6 + 14 + 1 ⇒ (6, 3) + 14 + 1 = 24
haste: 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31
2d6 + 14 + 1 ⇒ (6, 1) + 14 + 1 = 22


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

hammer: 1d20 + 12 ⇒ (10) + 12 = 22
dam: 1d8 + 1d6 + 4 ⇒ (8) + (4) + 4 = 16

hammer: 1d20 + 12 ⇒ (15) + 12 = 27
dam: 1d8 + 1d6 + 4 ⇒ (5) + (2) + 4 = 11


Dol hits his opponent again and it is starting to look pretty rough. Angruk manages to strike his elemental twice thanks to Maq's haste spell.

Dol
slam: 1d20 + 11 ⇒ (2) + 11 = 13

slam: 1d20 + 11 ⇒ (15) + 11 = 26
dam: 1d12 + 6 ⇒ (11) + 6 = 17

Ang
slam: 1d20 + 11 ⇒ (17) + 11 = 28
dam: 1d12 + 6 ⇒ (3) + 6 = 9

slam: 1d20 + 11 ⇒ (14) + 11 = 25
dam: 1d12 + 6 ⇒ (12) + 6 = 18


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

-61 HP

Starting to look like an ugly drowned rat Dolgrin swings at his foe:

GSPA1: 1d20 + 12 + 1 + 1 + 1 ⇒ (16) + 12 + 1 + 1 + 1 = 31
2d6 + 14 + 1 ⇒ (2, 1) + 14 + 1 = 18
haste: 1d20 + 12 + 1 + 1 + 1 ⇒ (16) + 12 + 1 + 1 + 1 = 31
2d6 + 14 + 1 ⇒ (6, 6) + 14 + 1 = 27
GSPA2: 1d20 + 5 + 1 + 1 + 1 ⇒ (6) + 5 + 1 + 1 + 1 = 14
2d6 + 14 + 1 ⇒ (3, 3) + 14 + 1 = 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

Cast Ray of Frost rangedtouchattk: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d3 ⇒ 2


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
Maqej Lek wrote:

Cast Ray of Frost [dice=rangedtouchattk]1d20 + 7

[dice=damage]1d3

Are you out of spells my man? Let's get some damage on these things before we all drown! Remember the rat....


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 think that's the new rallying cry...remember the rat!!

It's no fun unless I make some mistakes....


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

No mistakes when you are in the back lines buddy (aka in the rear with the gear)! ;-D


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

hammer: 1d20 + 12 ⇒ (4) + 12 = 16

hammer: 1d20 + 12 ⇒ (13) + 12 = 25
dam: 1d8 + 1d6 + 4 ⇒ (6) + (1) + 4 = 11


Dol's foe is barely hanging on to life. Ang and Maq's still looks pretty good.

Dol
slam: 1d20 + 12 ⇒ (5) + 12 = 17
slam: 1d20 + 12 ⇒ (15) + 12 = 27
dam: 1d12 + 6 ⇒ (5) + 6 = 11

Ang
slam: 1d20 + 12 ⇒ (13) + 12 = 25
dam: 1d12 + 6 ⇒ (3) + 6 = 9
slam: 1d20 + 12 ⇒ (13) + 12 = 25
dam: 1d12 + 6 ⇒ (4) + 6 = 10


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

hammer: 1d20 + 12 ⇒ (12) + 12 = 24
dam: 1d8 + 1d6 + 4 ⇒ (5) + (5) + 4 = 14

hammer: 1d20 + 12 ⇒ (20) + 12 = 32
dam: 3d8 + 1d6 + 12 ⇒ (8, 1, 2) + (1) + 12 = 24

-48hp


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 Magic Missile 2 missiles: 4d4 + 4 ⇒ (1, 1, 2, 3) + 4 = 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

-72 HP

Switch aspect back to Bull.

Dolgrin once again is on the verge of death but knows flight is certain death and staying to fight is just probable death.

GSPA1: 1d20 + 12 + 1 + 1 ⇒ (7) + 12 + 1 + 1 = 21
2d6 + 14 ⇒ (3, 6) + 14 = 23
haste: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 27
2d6 + 14 ⇒ (4, 5) + 14 = 23
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
2d6 + 14 ⇒ (2, 5) + 14 = 21


Dolgrin Ironstrike wrote:

-72 HP

Switch aspect back to Bull.

Dolgrin once again is on the verge of death but knows flight is certain death and staying to fight is just probable death.

[dice=GSPA1]1d20+12+1+1
[dice=]2d6+14
[dice=haste]1d20+12+1+1im?
[dice=]2d6+14
[dice=GSPA2]1d20+5+1+1
[dice=]2d6+14

Dol is kind of a drama queen, verge of death? 27hp left with a cleric 30' away with a bunch o' heals!

Where's Gabe with the staff of life when you need him?


Dol's elemental goes down as Maq and Ang continue to missile and hammer away at their elemental.

Ang:

slam: 1d20 + 11 ⇒ (13) + 11 = 24
dam: 1d12 + 6 ⇒ (4) + 6 = 10

slam: 1d20 + 11 ⇒ (9) + 11 = 20


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
DM Darkvision wrote:
Dolgrin Ironstrike wrote:

-72 HP

Switch aspect back to Bull.

Dolgrin once again is on the verge of death but knows flight is certain death and staying to fight is just probable death.

[dice=GSPA1]1d20+12+1+1
[dice=]2d6+14
[dice=haste]1d20+12+1+1im?
[dice=]2d6+14
[dice=GSPA2]1d20+5+1+1
[dice=]2d6+14

Dol is kind of a drama queen, verge of death? 27hp left with a cleric 30' away with a bunch o' heals!

Where's Gabe with the staff of life when you need him?

Crit magnet is just doing the math; he's done way more potential damage to his and it just went down. Angruk and Maqej are cute, but they have been playing a holding action to some extent.

A bad round or two and this thing is over.

Bring on the auto roller!

2,301 to 2,350 of 2,558 << first < prev | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / the darkness comes All Messageboards

Want to post a reply? Sign in.