Wander the path (Inactive)

Game Master Daedeloth

At this point it's kind of a mystery.


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The landing area in front of the doors is about 15’x15’ and appears untrapped, the doors however do appear to be 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

Let me work on the doors. Stay back; no sense us all getting hurt if things don't go well.

disable device: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19


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

-lol-


A shadowy bat-winged demon appears! It’s teeth and claws are the only parts of it that seem substantial, the rest of it is lost in darkness.

Touch attacks on Hal:

claw: 1d20 + 11 ⇒ (13) + 11 = 24
dam: 2d6 ⇒ (1, 2) = 3

claw: 1d20 + 11 ⇒ (10) + 11 = 21
dam: 2d6 ⇒ (5, 6) = 11

bite: 1d20 + 11 ⇒ (4) + 11 = 15
dam: 2d6 ⇒ (3, 1) = 4

Any attack that hits make a DC14 Fort save or take 1d3 Con damage.


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

14FORT: 3d20 ⇒ (19, 5, 11) = 35+5
FORT damage: 1d3 ⇒ 1

-18/58(50) HP
-1 CON

know Arcan: 1d20 + 12 ⇒ (8) + 12 = 20

What is this thing and what can hurt it?


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

Attack!

Scimitar: 1d20 + 20 ⇒ (15) + 20 = 35
confirm crit: 1d20 + 20 ⇒ (5) + 20 = 25
crit damage: 1d20 + 21 + 12 ⇒ (7) + 21 + 12 = 40

Last Attack: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d6 + 21 ⇒ (4) + 21 = 25


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 + 14 + 1 ⇒ (16) + 14 + 1 = 31
damage: 2d8 + 18 + 2 ⇒ (3, 8) + 18 + 2 = 31

Rapidshot: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
damage: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11

Last Attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
damage: 1d8 + 9 + 1 ⇒ (3) + 9 + 1 = 13


Dwol?


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

Dwol (having no knowledge skills of his own) will delay until he hears from Hal and then double action.


Hal knows it is some sort of incorporeal demon that is resistant to magic and the elements and detests sunshine.


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

-18/58(50) HP
-1 CON

Halafrin takes a 5' step away from the creature and activates -hand of glory- to cast daylight

https://www.d20pfsrd.com/magic/all-spells/d/daylight


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

Dwol tries his chances against the creature.

Angval PA: 1d20 + 15 ⇒ (13) + 15 = 281d10 + 12 ⇒ (3) + 12 = 15
Angval PA: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 12 ⇒ (6) + 12 = 18


What object is Hal casting daylight 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

Dwol's shield (or some other part of him) if he can otherwise the hand of glory itself.


Chack and Dwol move forward to attack the demon each landing their sole attack, while Garric stands and fires, putting a pair of arrows into the demon. All the attacks partially pass through the insubstantial creature doing less damage than normal. Hal casts daylight on Dwol’s shield brightening the area.

CH: 1d2 ⇒ 1The demon shies away from Dwol and attacks Chack.

Chack on touch AC
claw: 1d20 + 11 ⇒ (19) + 11 = 30
dam: 2d6 ⇒ (3, 1) = 4

claw: 1d20 + 11 ⇒ (6) + 11 = 17
dam: 2d6 ⇒ (4, 2) = 6

bite: 1d20 + 11 ⇒ (19) + 11 = 30
dam: 2d6 ⇒ (3, 5) = 8

DC14 fort save for each hit or take 1d3 con damage


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

-18/58(50) HP
-1 CON

Enjoy these demon!

magic missile: 5d5 + 5 ⇒ (1, 4, 3, 1, 4) + 5 = 18


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

Dwol tries his best witDwol tries his chances against the creature.

Angval PA: 1d20 + 15 ⇒ (8) + 15 = 231d10 + 12 ⇒ (4) + 12 = 16
Angval PA: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 12 ⇒ (6) + 12 = 18


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

Use Charmed Life twice 2/4
fort: 1d20 + 6 + 3 ⇒ (19) + 6 + 3 = 28
fort: 1d20 + 6 + 3 ⇒ (5) + 6 + 3 = 14

Attack!

use panache pt to increase precise strike damage

Scimitar: 1d20 + 20 ⇒ (20) + 20 = 40
crit damage: 2d6 + 42 + 2 ⇒ (6, 4) + 42 + 2 = 54

Last Attack: 1d20 + 15 ⇒ (17) + 15 = 32
confirm crit: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
crit damage: 2d6 + 21 + 12 + 2 ⇒ (3, 4) + 21 + 12 + 2 = 42

-12/106 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

Attack!

Manyshot: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
damage: 2d8 + 18 + 2 ⇒ (2, 7) + 18 + 2 = 29

Rapidshot: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16

Last Attack: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
damage: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14


The group overwhelms the demon with their attacks (mostly Chack) and it’s dead body fades away leaving nothing behind.


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

Well done as always Chack!

I'll take the door from here Hal.

pulse heal: 5d6 ⇒ (6, 2, 1, 2, 3) = 14

and then opens the door.


Dwol opens the door revealing a very large cavern (approximately 50’x200’ with a 30’ ceiling. There are piles and piles of iron ore standing 10-15’ tall throughout the room. There are 6 dwarves standing about 12’ in front of the door standing perfectly still.


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 6 dwarves


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- on the 6 dwarves


No evil is detected.

Hal detects some sort of magic but it is unlike anything he is familiar with.


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

They're standing a bit too still for my taste, Chack says under his breath.

perception: 1d20 + 14 ⇒ (12) + 14 = 26


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'd have to agree with you on that one, Chack

perception: 1d20 + 14 ⇒ (17) + 14 = 31


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

The only way is through, Dwol mutters to himself before moving forward past the perfectly still dwarves to see if there are any exits from the cavern.


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

What a horrible place to die..., Halafrin thinks forlornly.


Garric can see the dwarves are breathing but they seem unaware of their surroundings.

Dwol moves past the dwarves to stand in front of one of the many piles of ore but that doesn’t really improve his view. He will need to move all the way to the far side of the room or to the left or right wall to check for exits.


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

Dwol circles the perimeter of the room looking for ways out.


What is everyone else doing? Going with Dwol? Staying at entrance? Something else?


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 stays at the entrance watching the dwarves and mine shaft alternately.


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

follows Dwol...


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

stays with Halafrin...


lr: 1d2 ⇒ 2

Dwol and Chack circle the room moving to the right side of the room, when they are about three quarters of the way around the room they can see a door at the far side but they also spring a trap, getting zapped by electricity from the floor.

On touch AC:

chack: 1d20 + 9 ⇒ (18) + 9 = 27
dam: 5d6 ⇒ (1, 6, 3, 3, 2) = 15

dwol: 1d20 + 9 ⇒ (7) + 9 = 16
dam: 5d6 ⇒ (6, 2, 2, 2, 1) = 13


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

-13/115HP

Dwol grunts in discomfort from the electricity and motions for Garric and Hal to advance to his and Chack's position.


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 towards Dwol, trying to avoid any zapping.

perception: 1d20 + 20 ⇒ (4) + 20 = 24+1 for traps
stealth: 1d20 + 13 ⇒ (14) + 13 = 27


Hal realizes the trap is still functioning as he approaches Dwol and Chack. He stops short of the trap and keeps Garric from entering the area.

Dwol and Chack make a DC19 reflex save to try to dive out of the trapped area.


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

-13/115HP

REF: 1d20 + 9 ⇒ (8) + 9 = 17


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

-15/106 hp

Use Charmed Life 1/4
ref: 1d20 + 13 + 3 ⇒ (5) + 13 + 3 = 21


dam: 5d6 ⇒ (2, 6, 5, 3, 3) = 19

Dwol gets zapped a second time before leaving the trapped area.


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

-32/115HP

Well that was fun. Heals coming Chack.

How far to the door?

channel heal: 5d6 ⇒ (6, 2, 4, 6, 3) = 21

-1/115HP


About 40’ to the door.


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

Thanks Dwol


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

-1/115HP

Your turn Hal. Make sure it's safe and we'll watch your back.

perception: 1d20 + 20 ⇒ (17) + 20 = 37


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

Assuming no way to disable the electricity from here:

Hopefully the gods do not mistake me for a lightning rod. I'll try and show you all the right path.

Advance to the door showing everyone else where to step (or not).

perception: 1d20 + 20 ⇒ (13) + 20 = 33+1 for traps


It’s a trap, Hal can attempt to disable.


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

Fingers work your magic!

disable device: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19


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

-not black magic!!...-

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