the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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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 will take the shield and the ring. Giving the party a +1 shield and +1 ring of protection in there place for later sale.

swim: 1d20 ⇒ 11

Angruk makes it back through the tunnel.


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 Bloodhammer wrote:

Ang will take the shield and the ring. Giving the party a +1 shield and +1 ring of protection in there place for later sale.

[dice=swim]1d20

Angruk makes it back through the tunnel.

Similarly Dolgrin's +1 cloak of resistance goes into the party fund.


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

Well I can only fly in one direction and that's down. Let's see if we can climb instead.

Dolgrin pulls his rope of climbing from his pack and holding one end mutters at it, OK rope, do your thing...

The rope snakes up the side of the wall, anchoring itself at the top to a jutting piece of rock.

Stand away from the impact zone fellas in case I decide to try my flying skills instead.

Dolgrin climbs up the rope.

climb/aspect of the monkey!: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26

"A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.

A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked."


Just add 10 to your climb check when using the rope. Dol gets up to the hole which widens into a 5' passage with about an 8' ceiling. It heads straight for about 60' and then looks like there is a T junction.

Ang: "should we climb up?"


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

Not sure where this goes Ang, but it's a damn site better than sloshing about down there or heading back. Come on 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

climb: 1d20 + 4 + 10 ⇒ (18) + 4 + 10 = 32


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 clambers up the rope last grumbling to himself about swimming and climbing and not being as young as he used to be.

climb: 1d20 + 10 ⇒ (11) + 10 = 21


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 to investigate the T intersection and see if he can get any sense of what lies in either direction.

perception/Aspect of Falcon: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34


At the intersection the passage turns from cavern to worked stone. A hallway extends 30' in either direction with a door at each 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

Well my mentor always said you can't go wrong if you go right so....

Dolgrin heads down the right hand passage looking for traps on the hall and at the door.

traps hall/Falcon!: 1d20 + 16 + 4 ⇒ (6) + 16 + 4 = 26
traps door/Falcon!: 1d20 + 16 + 4 ⇒ (5) + 16 + 4 = 25

Door locked?

disable/Tiger!: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24


Dol finds the door to be trapped and warns the rest of the part to stand back. When he tries to disable it he springs the trap instead cutting his finger on a razor sharp needle, he feels the cut begin to burn with poison immediately.

DC 25 Fort save or take 2d3 Con damage.


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

Clumsy! Clumsy! CLUMSY!

DC 25 FORT: 1d20 + 15 ⇒ (9) + 15 = 24

CON: 2d3 ⇒ (2, 1) = 3

Hell's that burns!

-3 CON

Dolgrin opens the door.


initA: 1d20 + 1 ⇒ (6) + 1 = 7
initD: 1d20 + 10 ⇒ (10) + 10 = 20
initM: 1d20 + 11 ⇒ (12) + 11 = 23

init: 1d20 + 9 ⇒ (12) + 9 = 21

The door opens into a 20'x20' room. There are 4 were rats in hybrid form moving towards the door with weapons drawn.

Maq is up, then the rats, then Dol and Ang.


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 on party


Sword: 1d20 + 10 ⇒ (11) + 10 = 21
Dam: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Sword: 1d20 + 10 ⇒ (5) + 10 = 15
Sword: 1d20 + 10 ⇒ (12) + 10 = 22
Dam: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Three of the rat men congregate on Dol in the doorway, not enough room for the fourth.

Dol is flat footed for the first attack, not sure what your FF AC is.

Ang casts bless on the party. "Get'em 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

-4HP

FFAC is 21....AWESOME!

-34HP BEAR!

Get back you vermin! I wish I had a cat companion to eat your balls!

GSPA1: 1d20 + 12 ⇒ (5) + 12 = 17
2d6 + 14 ⇒ (3, 4) + 14 = 21
haste: 1d20 + 12 ⇒ (7) + 12 = 19
2d6 + 14 ⇒ (2, 5) + 14 = 21
GSPA2: 1d20 + 5 ⇒ (14) + 5 = 19
2d6 + 14 ⇒ (3, 2) + 14 = 19

Well that sucks....


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 Ironstrike wrote:

-4HP

FFAC is 21....AWESOME!

-34HP BEAR!

Get back you vermin! I wish I had a cat companion to eat your balls!

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

Well that sucks....

Add 1 to those to hit rolls if it helps (bless)


I always roll haste attack last, after normal attacks, so last attack would be a hit.

Maq is up, then bad guys.


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

Don't forget +1 for haste...

cast Scorching Ray on two of them

rangedtouchattack: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 4d6 ⇒ (4, 5, 4, 1) = 14

rangedtouchattack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 4d6 ⇒ (6, 3, 6, 6) = 21


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:

Don't forget +1 for haste...

cast Scorching Ray on two of them

[dice=rangedtouchattack]1d20 + 9
[dice=damage]4d6

[dice=rangedtouchattack]1d20 + 9
[dice=damage]4d6

Dang it!

So my TH rolls were: 19, 21, 21


Dol hacks down one of the ratmen with his blade, while Maq severely burns another. The fourth ratman moves forward to take the place of his fallen comrade. Amazingly Dol evades all three blades!

sword: 1d20 + 10 ⇒ (14) + 10 = 24

sword: 1d20 + 10 ⇒ (9) + 10 = 19

sword: 1d20 + 10 ⇒ (13) + 10 = 23


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

Dolgrin steps through the doorway to stand shoulder to shoulder with Dol, but is totally ineffectual.

hammer: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13

hammer: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12


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 Scorching Ray again, splitting the rays

rangedtouchattack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 4d6 ⇒ (5, 3, 3, 5) = 16

rangedtouchattack: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 4d6 ⇒ (1, 4, 4, 6) = 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

Beware the Dancing Dolgrin!

Blade o' death-
GSPA1: 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31
2d6 + 14 ⇒ (4, 2) + 14 = 20
cofirm: 1d20 + 12 + 1 + 1 ⇒ (14) + 12 + 1 + 1 = 28
2d6 + 14 ⇒ (2, 2) + 14 = 18
haste: 1d20 + 12 + 1 + 1 ⇒ (5) + 12 + 1 + 1 = 19
2d6 + 14 ⇒ (6, 1) + 14 = 21
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17
2d6 + 14 ⇒ (3, 4) + 14 = 21

Suck steel ratties!


Dolgrin slices and dices a second rat man while Maq torches the rat that he blasted the previous turn. The lone rat left attacks in desperation penetrating Dol's defenses.

sword: 1d20 + 10 ⇒ (19) + 10 = 29
confirm crit: 1d20 + 10 ⇒ (3) + 10 = 13 too bad
dam: 2d6 + 6 ⇒ (6, 5) + 6 = 17


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

-51HP
-3CON

Did I tell you guys about the one with the rattie and the blade? It doesn't end well for the rattie....

GSPA1: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24
2d6 + 14 ⇒ (6, 4) + 14 = 24
haste: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 27
2d6 + 14 ⇒ (2, 4) + 14 = 20
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
2d6 + 14 ⇒ (3, 3) + 14 = 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

cast Ray of Frost rangedtouchattack: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d3 ⇒ 2


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

"That's more like it!" Angruk shouts as he smashes in the skull of the last remaining ratty.

hammer: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
dam: 1d8 + 1d6 + 4 ⇒ (7) + (3) + 4 = 14

hammer: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
dam: 1d8 + 1d6 + 4 ⇒ (3) + (4) + 4 = 11


End of combat.


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 detects magic on the ratties and their equipment and then examines the room for anything of use or ways out.

You must have been a sight to see at the forge Angruk!

perception/Hawk!: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31


The room appears to be a small barracks, there are 4 bunk beds along one wall and 8 small chests.

After tossing the entire room including beds and chests, Dolgrin discovers that their gear is as unimpressive as the ratmen themselves. Ordinary greatswords and breastplate. Between them they had 55 gp and 1 gem worth 75 gp.

There is a door on the far wall.


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

-51HP
-3CON

Stone give me strength...

CLW: 2d8 + 2 ⇒ (6, 3) + 2 = 11

-40HP
-3CON

Poison still burning from his lasted botched attempt, Dolgrin examines the door on the far wall

traps? Falcon!: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23
disable/Tiger!: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28

and then opens the door...


Dol finds no traps and disables the lock which was quite good but not good enough to stop the nimble fingers of the tiger.

The door opens into a 30' by 80' room with a door in the middle of the far wall. The ceiling is domelike 35' high in the center and curving down to about 15' at the walls. At the top of domelike ceiling is a bright light source that is producing what appears to be artificial sunlight. The floor looks like damp fertile soil and there are furrows in the soil like it is ready for planting.


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 poison for this Dwarf on this door...YUP!

Dolgrin detects magic on the room, taking his time to ascertain any mystical affects that are not as apparent as the light source. He also takes the time to double check said light source to make sure it is not some type of flame throwing death device.

Once he feels comfortable that imminent magical death is not looming Dolgrin moves forward towards the door on the far wall looking for traps and assassinistic root vegetables.

traps?/Hawk!: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40


The light source radiates powerful magic but you believe it has different aspects, right now it is radiating light but you believe after studying it for several rounds that it could also generate moisture. You are pretty certain that the light source is not dangerous unless you are a vampire, though the light is strong enough to dazzle if you are susceptible to that sort of thing. You do not detect any other magical auras in the room.

The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.


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

Flaming tongs that thing is bright; I can barely see a damn thing...

Dolgrin moves forward to the far door.


As Dol begins to move forward the ground beneath his feet starts to tremble and the party sees the earth ahead of them start to rise like something is pushing up underneath it.


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

His Dwarven senses screaming as the earth begins to tremble, Dolgrin urges the party back towards the entrance they came through, Ware some new deviltry is in play here. Stand back a bit and let's see if it's friendly or wanting to die.

Dolgrin readies his blade to strike should any menace emerge from the soil.


A huge beast with heavy armor-plating and a gaping maw filled with massive teeth rises up out of the soil to strike at the party.

init A: 1d20 + 1 ⇒ (15) + 1 = 16
init D: 1d20 + 10 ⇒ (1) + 10 = 11
init M: 1d20 + 11 ⇒ (20) + 11 = 31

init creature: 1d20 + 6 ⇒ (17) + 6 = 23

Maq is up, then the creature, then the entire party. (Maq basically gets a bonus round)


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

Sweet bonus round action!!

Cast Haste!

+1 ac / +1 to hit / +1 ref


The creature lashes out at the first thing in its way, Dol quickly learns that it packs a savage punch.

bite: 1d20 + 13 ⇒ (4) + 13 = 17

clw: 1d20 + 12 ⇒ (6) + 12 = 18

clw: 1d20 + 12 ⇒ (18) + 12 = 30
dam: 2d6 + 6 ⇒ (6, 5) + 6 = 17


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

-57HP
-3CON

Now THIS would make a great companion. Later we should look for whelps if it doesn't kill us first!!

GSPA1: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
2d6 + 14 ⇒ (4, 1) + 14 = 19
haste: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
2d6 + 14 ⇒ (3, 4) + 14 = 21
GSPA2: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
2d6 + 14 ⇒ (6, 4) + 14 = 24

uh-oh....


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 it Dol, quit getting hit!"

cure: 3d8 + 7 ⇒ (2, 7, 7) + 7 = 23


Maq gets an action then the beast.


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

-29HP
-3CON

Oh suuuure, next time join up with an armored knight or better yet you get YOUR ass up here and take the pounding! Less whining and more healing and we might win this thing yet....


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 Ray 5 rangedtouchattack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 + 3 + 5 ⇒ (1) + 3 + 5 = 9


Dol's first attack hits and that is only because of Maq's spell. Maq also manages to hit the thing with his ray. The thing strikes back, its huge claw smashing through Dol's defenses.

bite: 1d20 + 13 ⇒ (2) + 13 = 15
bite: 1d20 + 12 ⇒ (5) + 12 = 17

bite: 1d20 + 12 ⇒ (20) + 12 = 32
bite: 4d6 + 12 ⇒ (1, 5, 1, 4) + 12 = 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 Elemental Ray 6rangedtouchattk: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 3 + 5 ⇒ (6) + 3 + 5 = 14


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

Insert dire/whining post here...

-52HP
-3CON

He's only hitting me one out of three times Angruk; you have to admit that's pretty good on my part!

GSPA1: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
2d6 + 14 ⇒ (5, 4) + 14 = 23
paste: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
2d6 + 14 ⇒ (5, 2) + 14 = 21
GSPA2: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
2d6 + 14 ⇒ (2, 4) + 14 = 20


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 + 10 + 1 ⇒ (1) + 10 + 1 = 12
hammer: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

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