Wander the path (Inactive)

Game Master Daedeloth

At this point it's kind of a mystery.


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

-detect evil- on the ghostly figures


Definitely evil.


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 casts -fireball- on the creatures.

6d6 ⇒ (5, 5, 6, 6, 5, 6) = 33 DC 18 REF


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

Light 'em up Hal.


The wraiths are damaged by the fire but avoid the worst of the blast.

ref: 1d20 + 6 ⇒ (15) + 6 = 21
ref: 1d20 + 6 ⇒ (19) + 6 = 25


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 with a -flaming sphere- on one of the wraiths.

Feel free to fire some arrows Garric. Fire is fine but your bow strumming has proved to be of great value.

flaming sphere: 3d6 ⇒ (6, 4, 2) = 12 DC 17 REF


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

Ah, I'm so feeble

Attack!

Manyshot: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
damage: 2d8 + 18 + 2 ⇒ (2, 7) + 18 + 2 = 29

Rapidshot: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
damage: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Last Attack: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8


ref: 1d20 + 6 ⇒ (17) + 6 = 23
ref: 1d20 + 6 ⇒ (8) + 6 = 14

Hal manages to get one of the wraiths with his sphere while Garric hits the same one with a single arrow doing some damage as well.

The floor of the pit rises until it is level with the ground and then it disappears completely. Solid ground now lies between the group and the wraiths.

Party action.


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!

Manyshot: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
damage: 2d8 + 18 + 2 ⇒ (1, 3) + 18 + 2 = 24

Rapidshot: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Last Attack: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17


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 keeps the ball of fire focused as best he can on the most wounded wraith and fires a splash of acid at it for good measure.

flaming sphere: 3d6 ⇒ (3, 6, 2) = 11
acid splash touch: 1d20 + 6 ⇒ (2) + 6 = 81d3 ⇒ 2


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

Get 'em fellas.-Dwol offers encouragingly.


ref: 1d20 + 6 ⇒ (14) + 6 = 20
Hal fails to damage with fire or acid. Garric lands another arrow.

The wraiths move forward to attack Dwol.

Claw: 1d20 + 15 ⇒ (10) + 15 = 25
dam: 2d8 + 4 ⇒ (6, 6) + 4 = 16

Claw: 1d20 + 15 ⇒ (19) + 15 = 34
dam: 2d8 + 4 ⇒ (6, 1) + 4 = 11


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

Attack!

Scimitar: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 1d6 + 14 ⇒ (3) + 14 = 17

Last Attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d6 + 14 ⇒ (2) + 14 = 16


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!

Manyshot: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
damage: 2d8 + 18 + 2 ⇒ (4, 1) + 18 + 2 = 25

Rapidshot: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
damage: 1d8 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Last Attack: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8


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

-4 CON
-27/63 HP

Well that's something different.

SA LOH: 2d6 + 4 ⇒ (2, 2) + 4 = 8
-19/63 HP

On most wounded one
Axe: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 3 ⇒ (6) + 3 = 9
Axe: 1d20 + 4 ⇒ (13) + 4 = 171d10 + 3 ⇒ (10) + 3 = 13


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

-3 CON

Halafrin brings the flaming sphere: 3d6 ⇒ (5, 1, 2) = 8 to bear on whichever foe looks most wounded.


ref: 1d20 + 6 ⇒ (15) + 6 = 21

The group concentrates on the wraith that looks more damaged and batters it to death with a series of attacks with axe, sword and bow. As the creature falls a wave of negative energy blasts outward at the party.

neg energy dam: 4d6 ⇒ (3, 6, 2, 6) = 17 DC 15 will save for 1/2 dam

The remaining creature continues to claw at Dwol:
claw: 1d20 + 15 ⇒ (3) + 15 = 18

claw: 1d20 + 15 ⇒ (18) + 15 = 33
dam: 2d8 + 4 ⇒ (4, 5) + 4 = 13


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

-4 CON
-32/63 HP

Stranger and stranger...

WILL: 1d20 + 12 ⇒ (13) + 12 = 25

-40/63 HP

SA LOH: 2d6 + 4 ⇒ (4, 5) + 4 = 13

-27/63 HP

Stay on the last one; they can die again!

axe: 1d20 + 9 ⇒ (2) + 9 = 111d10 + 3 ⇒ (3) + 3 = 6
axe: 1d20 + 4 ⇒ (12) + 4 = 161d10 + 3 ⇒ (3) + 3 = 6


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 keeps the flaming sphere: 3d6 ⇒ (5, 6, 4) = 15 focused on the last foe.


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

use Charmed Life, +3 to will

will: 1d20 + 2 + 3 ⇒ (11) + 2 + 3 = 16

Attack!

Scimitar: 1d20 + 15 ⇒ (19) + 15 = 34
confirm crit: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
crit damage: 2d6 + 14 + 2 + 8 ⇒ (3, 4) + 14 + 2 + 8 = 31

Last Attack: 1d20 + 10 ⇒ (2) + 10 = 12

-8/63 hp


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

will: 1d20 + 4 ⇒ (6) + 4 = 10

Attack!

Manyshot: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
damage: 2d8 + 18 + 2 ⇒ (4, 7) + 18 + 2 = 31

Rapidshot: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
damage: 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16

Last Attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
crit damage: 3d8 + 27 + 3 ⇒ (4, 3, 3) + 27 + 3 = 40

-18/63 hp


Chack and Garric destroy the last wraith, apparently doing so much damage that it fails to explode.


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

-4 CON
-27/63 HP

Nice work everyone. Hal, have a look at the 'floor' before we look around.

Once Hal checks for traps Dwol will enter the room and look about.

perception: 1d20 + 17 ⇒ (11) + 17 = 28


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

-3 CON
WILL: 1d20 + 6 ⇒ (13) + 6 = 19
-8/25 HP

perception: 1d20 + 17 ⇒ (20) + 17 = 37+1 for traps
disable: 1d20 + 14 ⇒ (2) + 14 = 16+1 for traps


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

look for goodies and things of interest

perception: 1d20 + 11 ⇒ (5) + 11 = 16

-8/63 hp


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

What Chack said...

perception: 1d20 + 10 ⇒ (1) + 10 = 11

-18/63 hp


Hal inspects the room and determines it is not trapped, however he does find a pair of peculiar looking doors in the floor. There is also the normal door at the far end of the room.

In addition the room contains a 6’x3’ table that is very low to the ground, perhaps to accommodate the gnome. The table has 3 drawers, one contains 2000gp in gems, another contains several wicked looking scalpels and medical instruments, the last contains a few vials of what looks like blood.


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

-3 CON
-8/25HP

Halafrin carefully studies the doors in the floor and gives himself a dose of wand healing.

-detect magic-
take 10 perception and or 1d20 + 17 ⇒ (3) + 17 = 20+1 for traps
knowledge Dungeon; engineering; other: 3d20 ⇒ (15, 14, 20) = 49+9; +9; +?

if needed
disable: 1d20 + 14 ⇒ (12) + 14 = 26+1 for traps


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

Dwol -detects evil- on the contents of the drawer.


Dwol detects evil on what you believe to be vials of blood.

Hal confirms they are just doors, just slightly strange since they are in the floor. He finds no traps.


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

Stand away from the 'pit'.

Dwol opens the doors in the floor.


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 examines the vials of 'blood'.

-detect magic-


It was a create pit spell, relax.

No magic detected.


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

Relax he says. Don't worry he says. Yeah, right. I've seen this movie before....

Dwol looks through the now opened doors.


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 pockets the vials of 'blood' in case they are of future value or use.


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

-I'm not very relaxed-


Below the doors are coffin sized tanks of a thick and semi translucent green liquid.


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

Dwol -detects evil- on the liquid and tanks.

Wonder if this is how they are making all the wraiths or if it's for some other horrible purpose?


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

-detect magic-

Does Halafrin have any ideas about the contraption?

various knowledge rolls: 6d20 ⇒ (17, 2, 16, 7, 18, 7) = 67


The tanks and liquid are not evil but evil was definitely in the tanks at some point. The tanks very well be connected to the wraiths. The tanks and liquid are not magical.


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

-3 CON

After talking through his findings with the party for a few minutes Halafrin checks the remaining door.

perception: 1d20 + 17 ⇒ (6) + 17 = 23+1 for traps
disable: 1d20 + 14 ⇒ (8) + 14 = 22+1 for traps


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

-4 CON
-27/63 HP

Dwol heals while Hal explains.

CLWx4: 4d8 + 4 + 8 ⇒ (6, 1, 8, 5) + 4 + 8 = 32


No traps are found on the door.


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

Hope you did better this time Hal; everyone stand back.

Dwol opens the door.


Dwol opens the door revealing a 15’ wide by 30’ deep room. A wraith with colorless eyes awaits the party, 10’ from the door.

Party action.


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

Colorless eyes? I wonder....

-detect evil-


Anyone else taking an action?


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

The colorless eyes cause me to delay my attack and await the action of the wraith

perception: 1d20 + 10 ⇒ (7) + 10 = 17


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

Dang, how come this one's eyes are colorless and not green? Are they going to soak it in the green tanks? Should we destroy those tanks?

also await more info before acting

perception: 1d20 + 11 ⇒ (6) + 11 = 17


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

Given the preponderance of perilous pits populating the place, Halafrin will wait and see what Dwol and the wraith do.

He will, however, scan the room for dangers and opportunities.

-detect magic-
perception: 1d20 + 17 ⇒ (1) + 17 = 18

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