Wander the path
(Inactive)
Game Master
Daedeloth
At this point it's kind of a mystery.
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Attack!
Longbow: 1d20 + 10 + 1 + 1 ⇒ (15) + 10 + 1 + 1 = 27
damage: 2d6 + 9 + 1 ⇒ (4, 6) + 9 + 1 = 20
Rapid Shot: 1d20 + 10 + 1 + 1 ⇒ (13) + 10 + 1 + 1 = 25
damage: 2d6 + 9 + 1 ⇒ (1, 4) + 9 + 1 = 15
AC 27 HP 106 INIT+6; PERCEPTION +14
Attack!
Scimitar: 1d20 + 14 ⇒ (9) + 14 = 23
damage: 1d6 + 13 ⇒ (4) + 13 = 17
-45/55 hp
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol continues his chant-Trolls like other of their kin, like to flay, peel, and rip the skin. But woe betide the troll when my axe begins!
PA: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 7 ⇒ (5) + 7 = 12
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin continues to watch for other foes but will acid the last troll assuming it falls.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
I swear Chack, you get hit more than I miss. Good thing you are so damned tough!
Gives Chack some doses of the CLW wand before searching the dead trolls.
CLWx7: 7d8 + 7 ⇒ (4, 1, 5, 7, 1, 3, 7) + 7 = 35
perception: 1d20 + 12 ⇒ (12) + 12 = 24
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin moves behind Garric, just in case.
Guess I was overly worried about that hut.
AC 27 HP 106 INIT+6; PERCEPTION +14
Thanks Dwol. I don't like trolls.
-10/55 hp
perception: 1d20 + 10 ⇒ (20) + 10 = 30
AC 21 HP 97/106 INIT+7; PERCEPTION +14
You are wise in that respect, Chack. They are filthy, filthy, filthy beasts!!
Garric spits on a troll corpse....and then searches for loot.
perception: 1d20 + 9 ⇒ (8) + 9 = 17
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Chack -Sab-At wrote: Thanks Dwol. I don't like trolls.
-10/55 hp
[dice=perception]1d20 + 10
Chack should be at full due to Fey Foundling?
AC 27 HP 106 INIT+6; PERCEPTION +14
-hehe, forgot i had it-
boooo, me.
The group discovers a pair of the giant crossbows in the area and a mostly buried small metal chest.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin looks at the chest and then looks at Dwol-When there is something that needs digging it's handy to have a dwarf about, eh Dwol?
After Dwol unearths the chest, Halafrin will inspect and open (hopefully).
perception: 1d20 + 12 ⇒ (15) + 12 = 27+1 for traps
disable: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Good naturedly-Oh sure, ask the dwarf to do the digging. Just like a pointy eared racist elf to stereotype those that can grow a healthy beard. Guess that's what you get from having tea with the fairy folk all the time.
Dwol uses his traveler's any tool and extricates the chest. He will then keep an eye on the tunnel and hut while Halafrin fumbles about.
perception: 1d20 + 12 ⇒ (8) + 12 = 20
Dwol is able to dig up the chest in a couple minutes despite the tightly packed earth.
Hal easily defeats the chest’s lock.
Opening the small metal chest reveals that it is filled to the top with fine sand.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-detect magic- and gently probee at the sand with a dagger to make sure that there isn't something hidden within it
??: 1d20 ⇒ 18
The dagger strikes something in the sand.
No magic detected.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
I think there is something in the sand. One of you brave souls should put your hand in there and make sure what it is. Maybe it's a treasure; maybe it's a demonic sand snake.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol sighs dramatically-Oh for the love of a spilled mug! and sinks his hand into the sand looking for whatever "it" is.
??: 1d20 ⇒ 15
Dwol’s hand encounters something in the sand. He manages to pull out a small silk bag.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-detect evil-
Someone went through a lot of trouble with this thing. Sand, silk, maybe there are sapphires inside? I've done more than my part, have a look elf.
Dwol hands the small bag to Hal.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-detect magic-
Halafrin sniffs disdainfully at Dwol's comment and looks the bag over before opening it.
perception: 1d20 + 12 ⇒ (12) + 12 = 24+1 for traps
No evil. No magic.
Hal discovers an obsidian spider that is perhaps 6" long, two of the legs have broken off.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Let me guess, that's another natural activity for dwarves; right?-Dwol grumbles before checking out the hut.
-detect evil-
perception: 1d20 + 12 ⇒ (2) + 12 = 14
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin guesses at the items value or import.
appraise: 1d20 + 9 ⇒ (8) + 9 = 17
Can't say that I care for spiders. Who's brave enough to look in the hut?
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-drat you Paizo; my posts are all out of sequence!-
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin watches over the tunnel while Dwol explores the horrors of the hut.
perception: 1d20 + 12 ⇒ (20) + 12 = 32
AC 27 HP 106 INIT+6; PERCEPTION +14
Ooh, nice spider.
Keep an eye out for anything noteworthy
perception: 1d20 + 10 ⇒ (7) + 10 = 17
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Stay alert for filthy trolls
perception: 1d20 + 9 ⇒ (14) + 9 = 23
Hal is unsure about the item but knows that it is certainly worth a lot less in its broken state than it would be of whole.
The party maintains vigilance while Dwol inspects the hut which turns out to be empty of anything noteworthy.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-STRENUOUSLY search!-
Dwol opens the gate In case we need to make a hasty exit. and leads the party down the remaining tunnel.
-detect evil-
perception: 1d20 + 12 ⇒ (20) + 12 = 32
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin ponders the riddle of the spider stature-I wonder what happened to the missing legs, and why the heck would trolls bury something like this in a chest packed full of sand?
In the tunnel
-detect magic-
perception: 1d20 + 12 ⇒ (3) + 12 = 15
Two of the obsidian spider legs have broken off but are within the silk bag, not missing.
After moving down the passage about 100’, Dwol spots some irregularities in the floor and believes there is some sort of trap present. He points out the trapped section to Hal.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Here we go...
Halafrin moves forward and does his best to disable what Dwol discovered.
Stand back everyone, you never know...
disable: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Hal defeats the trap, preventing a magical explosion of fire and sonic energy.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
My pleasure. Just because I'll take the pain doesn't mean I like it more than anyone else. Let's keep going.
-detect evil-
perception: 1d20 + 12 ⇒ (10) + 12 = 22
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Good eyes, Dwol. That definitely saved us all some discomfort.
As the party continues forward:
-detect magic-
perception: 1d20 + 12 ⇒ (2) + 12 = 14
AC 27 HP 106 INIT+6; PERCEPTION +14
Thanks Halafrin.
Chack grins.
The group is lulled into a false sense of security and misses the second trap. A fiery explosion results!
DC17 ref for 1/2
fire dam: 5d4 ⇒ (3, 2, 1, 2, 2) = 10
DC17 fort for 1/2 and avoid sickened
Sonic dam: 3d6 ⇒ (6, 4, 6) = 16 + sickened
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
REF: 1d20 + 6 ⇒ (8) + 6 = 14
FORT: 1d20 + 13 ⇒ (1) + 13 = 14
-26/65 Sickened
Ugh...
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
REF: 1d20 + 8 ⇒ (14) + 8 = 22
FORT: 1d20 + 3 ⇒ (1) + 3 = 4
-21/32 sickened
AC 27 HP 106 INIT+6; PERCEPTION +14
REF: 1d20 + 10 ⇒ (15) + 10 = 25
FORT: 1d20 + 4 ⇒ (3) + 4 = 7
-21/55 sickened
AC 21 HP 97/106 INIT+7; PERCEPTION +14
REF: 1d20 + 11 ⇒ (13) + 11 = 24
FORT: 1d20 + 7 ⇒ (1) + 7 = 8
-21/55 sickened
The party hears someone or something coming towards them. You’ve got 2 rounds to do something.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-sickened-
Well since it got everyone.
channel x3: 9d6 ⇒ (1, 2, 1, 2, 5, 2, 6, 1, 6) = 26
Guess we'll see what our guest is in a moment.
Dwol readies Angelic Bond if it's evil.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-sickened-
Halfrin awaits his fate.
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Cast Gravity Bow from wand
AC 27 HP 106 INIT+6; PERCEPTION +14
Use Resolve pt to get rid of Sickened
Two trolls come tromping up the passage.
init MP: 2d20 ⇒ (1, 2) = 3
Despite the fact that the trolls know something set off one of their traps they are unprepared for battle, apparently they thought the trap would finish anyone foolish enough to set of off.
Party action.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
You both look like I feel!
Active -angelic bond-
all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3.
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