the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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With the exception of Maq, the party strikes nothing but air. However, the creature doesn't miss, striking Dol three times.

bite: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
dam: 2d8 + 9 ⇒ (1, 1) + 9 = 11

claw: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
dam: 2d6 + 6 ⇒ (1, 1) + 6 = 8

claw: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
dam: 2d6 + 6 ⇒ (6, 4) + 6 = 16


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

"Way to open your big mouth Dol!"

cure: 3d8 + 7 ⇒ (3, 1, 2) + 7 = 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

Cast Elemental Ray 7rangedtouchattk: 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

-74HP
-3CON

It's what I do best Angruk! My mouth gets me into all kinds of fun situations, usually the ones that involve me being by myself in deadly situations. That's why I'm having so much fun, I might get to die WITH someone instead!

Clearly the repartee and banter is helping Dolgrin's spirits if not his blade.

GSPA1: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
2d6 + 14 ⇒ (5, 1) + 14 = 20
haste: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
2d6 + 14 ⇒ (1, 1) + 14 = 16
GSPA2: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
2d6 + 14 ⇒ (1, 4) + 14 = 19


Dolgrin manages to hit the beast twice despite his incessant talking and Maq's ray also strikes true. But the beast still comes on.

Bite: 1d20 + 13 ⇒ (9) + 13 = 22
Claw: 1d20 + 12 ⇒ (1) + 12 = 13
Claw: 1d20 + 12 ⇒ (17) + 12 = 29
Dam: 2d6 + 6 ⇒ (6, 5) + 6 = 17


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 job Dol, you hit it twice and it only got you once, there's a good chance you might survive!"

Hammer: 1d20 + 11 ⇒ (2) + 11 = 13
hammer: 1d20 + 11 ⇒ (17) + 11 = 28
Dam: 1d8 + 1d6 + 4 ⇒ (7) + (1) + 4 = 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

They don't call me diehard Dolgrin for nothing!

GSPA1: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
2d6 + 14 ⇒ (6, 1) + 14 = 21
haste: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
2d6 + 14 ⇒ (2, 1) + 14 = 17
GSPA2: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
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 Elemental Ray 8rangedtouchattk: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d6 + 3 + 5 ⇒ (5) + 3 + 5 = 13


The beast finally goes down as all three of our heroes pummel it to death.


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

-91HP
-3CON

Well that seemed pretty straight forward. See it, kill it. I like that type of scenario. Now if we could just find this Dalt fellow and bid him good day we could be back to our friendly Drow caves. Heh, friendly Drow caves; never thought I would live to see the day. You know Angruk, if you and I live through this we will have to find some of our kin. ሁሉ ሰዎች የት ነው የተማሩት ? I swear the sound of our tongue sounds strange even to my ears. If we ever find a Hall to call home I don't think I'll be leaving it any time soon. Stone help me I'm tired....

Dolgrin takes a knee and tries to collect himself.


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 it should be safe enough now. Any healing for the nearly dead Angruk?

Dolgrin waits for a few moments before searching the room as he heads towards the far door.

perception/Falcon!: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29


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 think we need to rest, I have already used many of my spells for the day, another straight forward encounter like this could end us. And I don't think Dalt is just going to lie down and die for us."


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

"Yeah, I don't have much left in the tank. Just a bunch of these..."
Cast Ray of Frost at the wall..." If Dalt stays still for a couple of minutes, I could finish him off. Haha"


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

-91HP
-3CON

Well if we rest we are going to run out of Drow disguise potion. It only lasts for two days and after a rest we will have used up all two days. I don't want to fight this Dalt while we are weak, but I also don't want to have to fight our way out of a Drow city after finishing off good old Dalt. We can take it one problem at a time, that's certainly the Dwarven way, I just want to point out that there are some pitfalls from resting.

Assuming the party decides to rest and figure out how to deal with the after-Dalt issues later:
perception/hawk!: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29


"The dark elf gave me extra potions so getting back through the city shouldn't be a problem."

Between the spells and channels he has left and a night of rest the party is at full hit points and full Con the next morning, you wake to a light drizzle coming down from the cavern ceiling. The potions have also worn off by morning.


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 uses one of his two strangely similar '11' rolls for perception above and checks out the door at the edge of the room before opening it and moving ahead (+3 for detect traps).

Time to die! Regards, Blade Runner

: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

I'm not sure that I didn't look better as a Drow. Stone but I forgot how ugly my face is! Too bad we can't all be as pretty as Maqej. You boys ready for more action? Maybe we'll get to run into Ben and seeing this mug of mine will convince him we are the real deal. I mean seriously, who would CHOOSE to look like this?

Having thoroughly canvassed the room for treasures Dolgrin approaches the door and gives it a thorough examination.

No poison needles this time, please....

device/Falcon!: 1d20 + 16 + 4 ⇒ (7) + 16 + 4 = 27


Dol finds no traps and opens the door. The room appears identical to the one you are leaving except a light rain is coming down on a roomful of lush green plants. The plants are bushes that are from about 4'-6' in height and have some sort of fruit. Most of the bushes contain a greenish-yellow fruit about the size of a small apple, on a few of the bushes the fruit has started to turn yellow-orange.


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 into the room mindful of death from below. He takes a look at the bushes, it's been a LONG time since he had some fresh fruit. I wonder what they taste like?

knowledge nature: 1d20 + 5 ⇒ (1) + 5 = 6
perception/Falcon!: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33


Dolgrin does not recall anything about this type of fruit, but the yellow orange fruit look and smell delicious.

There is a door at the far end of the room. Traveling through the bushes might damage them, if you went down either side along the wall would be the least obstructed route to 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 plucks one of the more succulent looking pieces of fruit off a bush and gives it a lip smacking bite as he heads down a side wall towards the door. No reason to damage the givers of lusciousness, I say!


The fruit is juicy and delicious but Dolgrin starts to feel unsteady as he heads towards the door and is soon holding the wall trying to keep his feet.

Roll a fort save to see what happens next.


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

Man this thing is juicy! We may have to grab a couple more for camp.

Dolgrin's normaly determined steps stutter and sway a little as the fruit interacts with his system.

Fort/Bear!: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 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

Uh-oh...


Dolgrin falls on his face and comes back to consciousness with a concerned Ang and Maq looking down on him.

He manages to roll onto his side before vomiting which keeps most of it out of his beard. Dol is nauseated.

Ang goes to work on Dol and afterwards Dol feels much better but still not his normal self. heal: 1d20 + 9 ⇒ (17) + 9 = 26

Dol is sickened. The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability 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

Dolgrin opines ruefully I'm not sure what happened, but maybe no one else should eat any of that fruit. I don't think it's quite ripe yet....

Looking a bit more optimistic Maybe there's something better behind this door?

Dolgrin checks the door for traps before opening it.

disable/Falcon!/sickened: 1d20 + 16 + 4 - 2 ⇒ (4) + 16 + 4 - 2 = 22


The door opens into a 20x30' room with 4 tables and several bushel baskets filled with the orange-red fruit. The tables contain glassware and various alchemical gadgets but nothing looks to be currently in use.

There are 2 doors, 1 at the far end and 1 in the wall to your 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 pauses to detect magic on the area hoping to find some useful trinkets or potions. You see anything guys? If it's not a forge I'm not sure what to take and what to smash. My guess is no more fruit is a good start.

Dolgrin then moves and examines the door to the right.

disable/Falcon!/sickened: 1d20 + 16 + 4 - 2 ⇒ (8) + 16 + 4 - 2 = 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

Check for anything interesting perception: 1d20 + 11 ⇒ (4) + 11 = 15


None of the equipment is magic and you don't notice anything that you believe to be of particular value. The door to the right doesn't appear to be trapped and Dolgrin opens it to find a small 10'x10' room with additional alchemical equipment such as glass beakers and copper tubes.


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

check this room also perception: 1d20 + 11 ⇒ (8) + 11 = 19


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 gives the apparent storage room a once over using detect magic and his keen eyes. perception/Falcon!/sickened: 1d20 + 14 + 4 - 2 ⇒ (12) + 14 + 4 - 2 = 28

To bad they aren't making some fruit brandy! That's some tasty stuff...

Once he feels comfortable that there is nothing of value he heads to the door at the far side of the room and gives it a once over before opening it.
disable/Falcon!/sickened: 1d20 + 16 + 4 - 2 ⇒ (4) + 16 + 4 - 2 = 22


Dolgrin discovers a loose stone in the floor which reveals a sack full of gold coins: 250gp and a Cure Potion (3d8+5).

He opens the door at the far side of the room to reveal a 20'x20' room with 4 ratmen.

init Ang: 1d20 + 1 ⇒ (6) + 1 = 7
init Dol: 1d20 + 10 ⇒ (19) + 10 = 29
init Maq: 1d20 + 11 ⇒ (19) + 11 = 30

init rats: 1d20 + 5 ⇒ (2) + 5 = 7

party action


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

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


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 channels the spirit of the Stag to increase his speed and couples that with Maqej's haste spell to close to melee in almost the blink of an eye and put his sword to work.

GSPA1/Bull!/sickened: 1d20 + 12 + 1 + 1 - 2 ⇒ (13) + 12 + 1 + 1 - 2 = 25
Bull!/sickened: 2d6 + 14 + 1 - 2 ⇒ (5, 2) + 14 + 1 - 2 = 20
haste/Bull!/sickened: 1d20 + 12 + 1 + 1 - 2 ⇒ (18) + 12 + 1 + 1 - 2 = 30
Bull!/sickened: 2d6 + 14 + 1 - 2 ⇒ (5, 2) + 14 + 1 - 2 = 20
GSPA2/Bull!/sickened: 1d20 + 5 + 1 + 1 - 2 ⇒ (13) + 5 + 1 + 1 - 2 = 18
Bull!/sickened: 2d6 + 14 + 1 - 2 ⇒ (5, 1) + 14 + 1 - 2 = 19


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 casts bless on the party.


Dol's sword slices into his opponent twice doing significant damage but the ratman is still on his feet.

Three of the ratmen engage Dol but can't penetrate his defenses.

gsword: 1d20 + 10 ⇒ (13) + 10 = 23

gsword: 1d20 + 10 ⇒ (13) + 10 = 23

gsword: 1d20 + 10 ⇒ (12) + 10 = 22

The third remains behind the others and casts a spell, directing a bolt of lightning to strike at Dolgrin from the ceiling. dam: 3d6 ⇒ (3, 4, 3) = 10 DC18 reflex for 1/2 damage


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 Flaming Sphere behind the rat men, getting as many of them as possible
dc18ref: 3d6 ⇒ (1, 3, 5) = 9


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

REF18/Mouse!(evasion)/sickened: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19

Even sickened, using the spirit of the Mouse, Dolgrin is able to side step the bolt of electricity craftily arced from the ceiling, completely avoiding damage.

Ho-ho! Even an out of sorts Dwarf is faster than that Rattie! Let's see if your friends can dodge these!

GSPA1/Bull!: 1d20 + 12 + 1 + 1 - 2 ⇒ (4) + 12 + 1 + 1 - 2 = 16
2d6 + 14 + 1 - 2 ⇒ (2, 1) + 14 + 1 - 2 = 16
haste/Bull!: 1d20 + 12 + 1 + 1 - 2 ⇒ (16) + 12 + 1 + 1 - 2 = 28
2d6 + 14 + 1 - 2 ⇒ (4, 5) + 14 + 1 - 2 = 22
GSPA2/Bull!: 1d20 + 5 + 1 + 1 - 2 ⇒ (17) + 5 + 1 + 1 - 2 = 22
2d6 + 14 + 1 - 2 ⇒ (2, 5) + 14 + 1 - 2 = 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

Angruk strikes at 1 of the ratmen attacking Dolgrin.

hammer: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18

hammer: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
dam: 3d8 + 1d6 + 12 ⇒ (5, 4, 2) + (6) + 12 = 29


Dol changes to Mouse after he is struck by lightning so no evasion.

ref: 1d20 + 8 ⇒ (13) + 8 = 21
ref: 1d20 + 8 ⇒ (7) + 8 = 15
ref: 1d20 + 8 ⇒ (3) + 8 = 11

Dolgrin strikes his rat once and Ang finishes it off. Maq burns the other 2 rats in the melee.

Two ratmen strike the first at Dol, and the second on Ang.
gs: 1d20 + 10 ⇒ (15) + 10 = 25
dam: 2d6 + 12 ⇒ (3, 6) + 12 = 21

gs: 1d20 + 10 ⇒ (4) + 10 = 14

Another bolt of lightning arcs down at Dol.
lightning dam: 3d6 ⇒ (5, 1, 4) = 10


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 1 at ratman in the back rangedtouchattack: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d6 + 3 + 5 ⇒ (6) + 3 + 5 = 14

On other 2 ratmen, flaming sphere dc18ref: 3d6 ⇒ (1, 2, 2) = 5


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

AC is 26 with haste so that last rat-attack should be a miss
REF18/sickened: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
Not sure if I can use mouse or not for this; changing aspects is a swift action.

w/o mouse:
Dolgrin grunts as he absorbs the full blast of the bolt. -15HP

w/mouse:
Dolgrin moves to the side again, but this time a little slower and some of the electrical blast washes over him.-10HP

Splat the rat!
GSPA1/sickened: 1d20 + 12 + 1 - 2 ⇒ (2) + 12 + 1 - 2 = 13
2d6 + 14 ⇒ (4, 3) + 14 = 21
hate/sickened: 1d20 + 12 + 1 - 2 ⇒ (15) + 12 + 1 - 2 = 26
2d6 + 14 ⇒ (4, 4) + 14 = 22
GSPA2/sickened: 1d20 + 5 + 1 - 2 ⇒ (10) + 5 + 1 - 2 = 14
2d6 + 14 ⇒ (4, 4) + 14 = 22


You can take 1 swift action during the same round in which you attack. The first round of the lightning you would not have known it was coming so would not have known to use mouse. If you wanted to change to mouse for other rounds that is fine.


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 ⇒ (10) + 10 + 1 = 21

hammer: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
dam: 1d8 + 1d6 + 4 ⇒ (6) + (4) + 4 = 14


The flames do not seem to do any damage to the rats this round. The rattie on Dol almost loses his sword with a wild swing, while the one on Ang connects with a devastating blow. The spellslinger calls his lightning down on Maq this round after being blasted with his elemental ray.

On Dol:
rat: 1d20 + 10 ⇒ (1) + 10 = 11

On Ang:
rat: 1d20 + 10 ⇒ (20) + 10 = 30
dam: 4d6 + 24 ⇒ (3, 2, 5, 1) + 24 = 35

Lightning on Maq: DC18 reflex for half dam
dam: 3d6 ⇒ (5, 4, 3) = 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

dc18ref: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22

continue flaming sphere dc18ref: 3d6 ⇒ (5, 2, 4) = 11

Cast Elemental Ray 2 rangedtouchattack: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d6 + 3 + 5 ⇒ (2) + 3 + 5 = 10

-6hp


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

-10 HP

Give a little take a little, eh Angruk?

GSPA1/sickened: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
2d6 + 14 ⇒ (3, 5) + 14 = 22
haste/sickened: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31
2d6 + 14 ⇒ (3, 1) + 14 = 18
GSPA2/sickened: 1d20 + 5 + 1 - 2 ⇒ (4) + 5 + 1 - 2 = 8
2d6 + 14 ⇒ (5, 6) + 14 = 25

confrim/sickened: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
2d6 + 14 ⇒ (4, 4) + 14 = 22

Nat 20 crit damage:
2d6 + 14 ⇒ (6, 3) + 14 = 23


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'm pumping the bellows now! Dolgrin hollars out.


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 ⇒ (14) + 10 + 1 = 25
dam: 1d8 + 1d6 + 4 ⇒ (4) + (6) + 4 = 14

hammer: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18

-35 hp

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