Wander the path (Inactive)

Game Master Daedeloth

At this point it's kind of a mystery.


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AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Attack!

Longbow: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
damage: 2d6 + 9 + 1 - 2 ⇒ (4, 3) + 9 + 1 - 2 = 15

Rapid Shot: 1d20 + 10 + 1 - 2 ⇒ (15) + 10 + 1 - 2 = 24
damage: 2d6 + 9 + 1 - 2 ⇒ (6, 6) + 9 + 1 - 2 = 20


will: 1d20 + 7 ⇒ (16) + 7 = 23

The troll shrugs off Hal's spell and Dwol's attack, but Garric keeps chipping away at him, putting 2 more arrows into the heavily wounded troll.

"A few more bites and there won't be much left of you dwarf!"

bite: 1d20 + 16 ⇒ (17) + 16 = 33
dam: 1d12 + 16 ⇒ (5) + 16 = 21

claw: 1d20 + 14 ⇒ (9) + 14 = 23

claw: 1d20 + 14 ⇒ (14) + 14 = 28
dam: 1d8 + 12 ⇒ (7) + 12 = 19

This last one may hit or miss depending on interpretation of angelic bond. It says that all allies within 20' get the bonus, are you interpreting that to include Dwol? If so, let's hear the rationale!


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Attack!

Longbow: 1d20 + 10 + 1 - 2 ⇒ (15) + 10 + 1 - 2 = 24
damage: 2d6 + 9 + 1 - 2 ⇒ (5, 1) + 9 + 1 - 2 = 14

Rapid Shot: 1d20 + 10 + 1 - 2 ⇒ (7) + 10 + 1 - 2 = 16


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

LOL! I've been interpreting it as affecting Dwol the entire time with the assumption that it affected him plus allies w/in 20'. If I had to submit an argument based on the text of the document I would simply state that Dwol is first and foremost his own ally and that the holy radiance shining from him that impacts his friends within 20' must surely also affect him as the source. If not, I will probably rebuild on next level advancement and swap over to weapon as deflection and resistance bonuses will (in theory) continue to diminish in import as we advance.

-36/65HP or -55/65HP

8/10 Angelic Bond

Dwol begins to look worse for wear or Dwol strains to maintain his footing, bleeding from multiple savage wounds.

PA: 1d20 + 6 ⇒ (17) + 6 = 231d10 + 7 ⇒ (9) + 7 = 16


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin splashes some acid at the troll

acid: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 91d3 + 1 + 2d6 ⇒ (2) + 1 + (5, 5) = 13


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Chack is awestruck by the profundity of Dwol's argument.


Garric sinks another arrow into the big troll and Dwol chops it down with a solid blow finishing it off.

Rationale approved. Dwol is -35/65.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Thanks for you consent to my proposal BTW!


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halfrin will dose Chack with five doses of wand healing (50 HP/5 minutes) and let her get her bearings while he inspects the fallen troll for valuables and to make sure it is "dead"-dead.

-detect magic-
perception: 1d20 + 12 ⇒ (11) + 12 = 23


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-36/65HP

I need a drink... Dwol kneels and inspects Chack's wounds doing his best to make her comfortable.


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Ugh, thanks guys. I was so close to parrying that blow. I'm just going to sit here for a sec, if you don't mind.


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Filthy troll, good job Dwol!

help search perception: 1d20 + 9 ⇒ (6) + 9 = 15


No magic detected. The troll had 100 gold in a belt pouch.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-36/65HP

Dwol quits his whining and risks a peek into the next room.

-detect evil-
perception: 1d20 + 12 ⇒ (16) + 12 = 28


There is a large cavern about 100’ across. To the left of the entrance about 40’ away is what looks like a sizable pit 15’ wide or so with a thick dark smoke rising from it. To the right of the entrance about 30’ away is what you surmise to be a kennel. Straight ahead is some sort of stone dwelling built into the side of the cavern. No evil detected.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-36/65HP

Dwol gives himself a healthy dose of CLW wand 5d8 + 5 + 10 ⇒ (7, 1, 7, 2, 5) + 5 + 10 = 37 and check out the kennel, pit, and dwelling in that order.

-detect evil-
perception: 1d20 + 12 ⇒ (12) + 12 = 24


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin follows about 10' behind Dwol, wary for dangers.

-detect magic-
perception: 1d20 + 12 ⇒ (20) + 12 = 32


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Chack moves up with Dwol
perception: 1d20 + 10 ⇒ (20) + 10 = 30


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Garric stays with Halafrin
perception: 1d20 + 9 ⇒ (20) + 9 = 29

-are we still sickened?-


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

NOW it rains 20s! Glitch in the Matrix....

Matrix test: 1d20 ⇒ 13


Yes, still sickened.

The kennel is empty of any canines but full of excrement and the chewed on remains of several sets of humanoid bones.

Good job wasting all those 20’s!


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol checks out the pit.

perception: 1d20 + 12 ⇒ (15) + 12 = 27


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin is unenthused about inspecting the pit and keeps an eye on the door to the dwelling instead.

perception: 1d20 + 12 ⇒ (1) + 12 = 13


Garric? Chack?


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

Garric inspects with Dwol perception: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16


AC 27 HP 106 INIT+6; PERCEPTION +14
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Chack is reluctant to inspect canine fecal matter and keeps an eye out otherwise
perception: 1d20 + 10 ⇒ (2) + 10 = 12


Dwol finds that the smoke coming from the 20’ deep pit emanates from the charred remains of 3 troll hounds.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin moves to join Dwol at the stone dwelling.

perception: 1d20 + 12 ⇒ (3) + 12 = 15


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Well that doesn't make any sense...

Why in the world would they burn their own hounds at the bottom of a pit? These trolls are far to ready to use fire for my liking.

Dwol wanders over to the stone dwelling and has a look inside.

perception: 1d20 + 12 ⇒ (10) + 12 = 22


Dwol sees the half-orc with the peg leg sitting at a table eating. Nearby there is a fireplace with a pot of stew or something keeping warm. The half-orc looks up as Dwol enters and sets down a wooden spoon next to the large wooden bowl he is eating from.

"Good...trolls dead...hounds dead...me free to leave."

He starts to get up from the table to leave.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin doesn't bother waiting, struggling with how cavalier Dwol is about the half-orc.

-detect magic-
perception: 1d20 + 12 ⇒ (6) + 12 = 18


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Good luck friend, enjoy your freedom. Dwol waits for the half-orc to leave before searching about the dwelling.

-detect evil-
perception: 1d20 + 12 ⇒ (20) + 12 = 32


No evil or magic detected.

Dwol believes there is some sort of compartment in the stone under the cook fire but its a little difficult to tell for sure with the fire burning.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol extinguishes the fire so Halafrin can check out the compartment.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Once it's cool enough perception: 1d20 + 12 ⇒ (15) + 12 = 27 and open it up


Hal determines that there is a compartment and it is trapped.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Stand back everyone.

Halafrin tries his best: disable: 1d20 + 14 ⇒ (3) + 14 = 17


Hal needs to make a DC13 Fort save or become fatigued and sickened.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

FORT: 1d20 + 3 ⇒ (9) + 3 = 12

Yeah, I don't feel so good. Going to lie down for a while.

Halafrin stumbles to a likely spot an falls to the ground.

Will wait however long it takes for the conditions to subside (including resting if required).


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol will help Hal if he can, including using his last LOH with sickened mercy.

Otherwise he opens the compartment.


hours: 3d4 ⇒ (2, 4, 3) = 9

After using LOH on Hal and letting him rest for an entire night, Dwol is reasonable certain based on his skill with healing that the trap has afflicted Hal with some sort of disease.

While his LOH did remove the sickened condition from Hal it was only temporary, shortly after awakening Hal is sick once again. Dwol believes he can continue to alleviate the sickened condition using LOH but unless the underlying disease is cured the condition will keep coming back.


A mummified hand is found under the stones of the fire pit.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Well that's some bad luck Hal, sorry. We'll have to get you to a cleric with some real power to see if they can help you shake it off.

-detect evil- on the mummified hand and use a LOH w/mercy on Hal for the day.

What will be the closest location to get Hal the required services for a cure? Assuming there is nothing left to 'clear' and the troll menace is abated Dwol will lead the party towards a likely location for a cure.


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

That's alright Dwol; my carelessness gets me in trouble enough that sometimes I get used to the misfortune. I'll stay on my feet until we can get this remedied.

-detect magic- on the mummified hand.

Follow with Dwol towards some future cure.


Your map: https://pathfinderwiki.com/w/images/c/c8/Varisia_map.jpg

The party is currently located within the Ashwood in Varisia and you were headed to Kalsgard in the Land of the Linnorm Kings before deciding to take down the trolls. You are sure that the necessary healing would be available at one of Varisia's four major cities, though you could also try smaller towns. You recall that the quickest way to Kalsgard would probably be taking the river down to Magnimar and then the sea to Kalsgard.

Korvosa and Magnimar

Korvosa is the oldest and largest of these cities, founded as a Chelish colony in the 45th century AR, and is the only one to have established a hereditary monarchy. Thousands of dissatisfied Korvosans fled to Magnimar less than a century ago, disagreeing with their mother city's allying themselves with the new, infernally-backed Chelish government. Although Magnimar had existed before, the mass influx of new citizens made it a true rival to Korvosa's economic dominance of the region.

Riddleport

Far to the northwest of Magnimar and Korvosa is the pirate-haven of Riddleport. It is governed by a powerful Overlord who runs with a harsh, but decidedly laissez-faire attitude.

Kaer Maga

The smallest of Varisia's major cities is the unusual city of Kaer Maga, found on one of the highest parts of the Storval Rise. It exists in basically an anarchic state, with numerous smaller power groups looking after their own interests.


The mummified hand is indeed magical but not evil.


AC 21 HP 97/106 INIT+7; PERCEPTION +14
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

if only i had a tribal mask to put on...


AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Halafrin does his best to identify the specific magical powers of the mummified hand.


AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

General plan:

Dwol will use a LOH each day to keep Halafrin from getting sicker and go somewhere that the party can take water passage on the Yondabakari to Magnimar. At Magnimar find someone to cure Halafrin and then book passage to Kalsgard.

Avoiding demonic masks at all costs. Mummified hands seem bad enough.


Single file marching order for the forest?

Perception checks please.

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