Wander the path
(Inactive)
Game Master
Daedeloth
At this point it's kind of a mystery.
The trap that just keeps on giving!
On Hal touch AC.
touch: 1d20 + 9 ⇒ (7) + 9 = 16
zap: 5d6 ⇒ (3, 4, 1, 6, 3) = 17
After setting off the trap, Hal disables it.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin stoically heals himself as he advances to the door before giving it a look.
2 charges wand IH
examine door of death: 1d20 + 20 ⇒ (10) + 20 = 30+1 for traps
As Hal moves towards the door, it swings open, a dwarf with one of the strange high helms enters the room.
init mp : 2d20 ⇒ (4, 19) = 23
Party action.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Cast -web bolt- on the dwarf.
https://www.d20pfsrd.com/magic/all-spells/w/web-bolt/
DC 17 REF
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol moves up to subdue the dwarf, delaying action to see if Hal's spell lands.
AC 27 HP 106 INIT+6; PERCEPTION +14
AC 21 HP 97/106 INIT+7; PERCEPTION +14
ref: 1d20 + 9 ⇒ (15) + 9 = 24
The dwarf avoids the bolt.
Are Dwol and Chack taking a standard action?
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol will grapple the dwarf and attempt to overwhelm him/remove his helm.
CMB +13
AC 27 HP 106 INIT+6; PERCEPTION +14
Warily keep an eye out for anything else perception: 1d20 + 14 ⇒ (2) + 14 = 16
Dwol gets slammed by a warhammer as he attempts to grapple. AOO.
aoo: 1d20 + 12 ⇒ (20) + 12 = 32
dam: 3d8 + 12 ⇒ (6, 5, 4) + 12 = 27
Go ahead and make your CMB roll.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-28/115 HP
CMB: 1d20 + 13 ⇒ (5) + 13 = 18
Dwol’s grapple attempt fails.
The dwarf shimmers and is replaced by some type of large grey tentacled creature.
Tentacles lash out at Dwol, Chack and Hal. I have Garric 40’ away.
Chack
te: 1d20 + 15 ⇒ (4) + 15 = 19
dam: 2d6 + 8 ⇒ (6, 5) + 8 = 19
Dwol
te: 1d20 + 15 ⇒ (3) + 15 = 18
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17
te: 1d20 + 15 ⇒ (17) + 15 = 32
dam: 2d6 + 8 ⇒ (2, 6) + 8 = 16
Hal
te: 1d20 + 15 ⇒ (12) + 15 = 27
dam: 2d6 + 8 ⇒ (2, 2) + 8 = 12
If hit make a DC 16 fort save or take 1d4 strength damage.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-28/115 HP
FORT: 1d20 + 16 ⇒ (5) + 16 = 21
-44/115 HP
LOH2: 5d6 + 10 ⇒ (5, 6, 6, 1, 5) + 10 = 33
-11/115HP
Angval: 1d20 + 15 ⇒ (17) + 15 = 321d10 + 12 ⇒ (10) + 12 = 22
Angval: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 12 ⇒ (4) + 12 = 16
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-12/58 HP
FORT: 1d20 + 5 ⇒ (19) + 5 = 24
magic missile: 5d5 + 5 ⇒ (4, 3, 2, 2, 1) + 5 = 17
AC 27 HP 106 INIT+6; PERCEPTION +14
use a panache pt to double precise strike's damage
Scimitar: 1d20 + 20 ⇒ (3) + 20 = 23
damage: 1d6 + 21 + 9 ⇒ (2) + 21 + 9 = 32
Last Attack: 1d20 + 15 ⇒ (20) + 15 = 35
crit damage: 2d6 + 21 + 12 + 2 ⇒ (3, 1) + 21 + 12 + 2 = 39 add 9 if first strike missed
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Attack!
Manyshot: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
damage: 4d6 + 18 + 4 + 1d6 ⇒ (5, 2, 5, 2) + 18 + 4 + (1) = 37
Rapidshot: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
damage: 2d6 + 9 + 2 + 1d6 ⇒ (3, 3) + 9 + 2 + (6) = 23
Last Attack: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
damage: 2d6 + 9 + 2 + 1d6 ⇒ (4, 5) + 9 + 2 + (4) = 24
Dwol lands his first strike, Hal pummels the creature with force missiles, Chack misses then connects, Garric hits thrice. The tentacled mass takes a massive amount of damage but definitely has some sort of DR.
Garric, no point blank shot from 40’.
The tentacles continue attacking the party.
Chack
te: 1d10 + 15 ⇒ (6) + 15 = 21
dam: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Dwol
te: 1d10 + 15 ⇒ (1) + 15 = 16
dam: 2d6 + 8 ⇒ (6, 2) + 8 = 16
te: 1d10 + 15 ⇒ (5) + 15 = 20
dam: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Hal
te: 1d10 + 15 ⇒ (9) + 15 = 24
dam: 2d6 + 8 ⇒ (3, 6) + 8 = 17
DC16 fort or take 1d4 strength damage
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
No DR from magic missiles: force damage.
FORT: 1d20 + 5 ⇒ (3) + 5 = 8
STR: 1d4 ⇒ 4
-39/58 HP; -4 STR
magic missiles: 5d4 + 5 ⇒ (3, 3, 4, 1, 4) + 5 = 20
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-11/115HP
Angval: 1d20 + 15 ⇒ (18) + 15 = 331d10 + 12 ⇒ (10) + 12 = 22
Angval: 1d20 + 7 ⇒ (9) + 7 = 161d10 + 12 ⇒ (9) + 12 = 21
AC 27 HP 106 INIT+6; PERCEPTION +14
Use Panache pt to double precise strike damage
Scimitar: 1d20 + 20 ⇒ (14) + 20 = 34
damage: 1d6 + 21 + 9 ⇒ (5) + 21 + 9 = 35
Last Attack: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 1d20 + 21 ⇒ (12) + 21 = 33
AC 21 HP 97/106 INIT+7; PERCEPTION +14
-wasn't using pt blank, was using Big Game Hunter-
Manyshot: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
damage: 4d6 + 18 + 4 + 1d6 ⇒ (5, 6, 2, 3) + 18 + 4 + (1) = 39
Rapidshot: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Last Attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
crit damage: 6d6 + 27 + 6 + 1d6 ⇒ (3, 3, 3, 5, 6, 1) + 27 + 6 + (6) = 60
The creature goes down, shimmers and is replaced by the dwarf which appears to be dead as well.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
-11/115HP
Haven't seen that before. Any ideas Hal?
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-4STR
Halafrin uses his wand for healing while he thinks about what in the heck he just saw.
know arcana; dungeoneering; nature; planes: 4d20 ⇒ (3, 11, 3, 9) = 26+12; +9; +9; +9
Hal believes the creature was some type of aberration.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-detect magic-
examine the dwarf for valuables
various knowledge rolls: 5d20 ⇒ (20, 8, 12, 13, 17) = 70
Halafin attempts to determine what the link is between the aberration and the helmet: illusion; transmutation; charm?
Previously was it only the dwarf that flickered on/off with evil or was it the helm?
Do we think the helmet is evil or the dwarf or....?
What's beyond the door?
perception: 1d20 + 20 ⇒ (12) + 20 = 32
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Moving into the next room while Hal fiddles with the corpse and the helmet.
perception: 1d20 + 20 ⇒ (13) + 20 = 33
AC 27 HP 106 INIT+6; PERCEPTION +14
AC 21 HP 97/106 INIT+7; PERCEPTION +14
Hal casts detect magic and determines the war hammer is magical +1. He detects no other magic on the dwarf. A previous dwarf with helm flickered with evil, to include dwarf and helm.
What is Hal doing with the helm?
Dwol proceeds about 20’ down a 50’ hallway (door at far end) before noticing the floor in front of him looks disturbed.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Hal is detecting magic on the helm to see the specific nature of the helm. How does it work; what is the link between it and the aberration; is there a link between it and the evil dirt/mist?
know arcana: 1d20 + 12 ⇒ (14) + 12 = 26
https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Halafrin will check out the disturbed floor as well.
perception: 1d20 + 20 ⇒ (16) + 20 = 36+1 for traps
The helm did not detect as magic.
Hal sees the disturbance and determines it is a trap similar to the electrical one just encountered.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-4STR
Everyone stand back; hopefully no demons this time.
disable: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
Hal disables the trap, no demons.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin advances towards the door and will examine open it, with Dwol following behind him.
perception: 1d20 + 20 ⇒ (17) + 20 = 37+1T
disable: 1d20 + 17 ⇒ (7) + 17 = 24+1T
AC 27 HP 106 INIT+6; PERCEPTION +14
Come on Garric, let's keep up.
Hal examines and then opens the door.
The door opens into a large cavern about 20' wide by 200' long (the ceiling is approximately 50' along the center of the cavern but only about 35' along the edges). It looks natural in origin with stalactites growing down from the ceiling, but if there were stalagmites they have been removed.
It looks like there are 2 side passages on the left (50' ahead, 100' ahead) and 1 on the right (150' ahead).
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
-detect magic-
perception: 1d20 + 20 ⇒ (16) + 20 = 36+1 for traps
The first passage on the left looks promising. At least we don't have to go as far...
know dungeoneering for cavern: 1d20 + 9 ⇒ (14) + 9 = 23
Unless anyone objects or he sees something, Halafrin will advance in that direction.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol looks at the cavern formation-Weird. Tites but no mites; oh well.
-detect evil-
follow Hal
perception: 1d20 + 20 ⇒ (9) + 20 = 29
AC 21 HP 97/106 INIT+7; PERCEPTION +14
hmmm, looks about,
know dungeon: 1d20 + 12 ⇒ (20) + 12 = 32
know geography: 1d20 + 12 ⇒ (7) + 12 = 19
know nature: 1d20 + 13 ⇒ (1) + 13 = 14
perception: 1d20 + 14 ⇒ (3) + 14 = 17
follows Chack
AC 27 HP 106 INIT+6; PERCEPTION +14
Wait up Dwol
perception: 1d20 + 14 ⇒ (9) + 14 = 23
follows Dwol
No magic or evil detected.
The party advances to the first passage on the left. The 10’ wide passage leads downward, it looks hand hewn and lacks any light source, the air feels warmer than that of the main cavern.
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Let's check the rest of the passages first. Lead the way Hal.
Follows the elf.
perception: 1d20 + 20 ⇒ (1) + 20 = 21
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Halafrin leads the party to the next passage on the left.
perception: 1d20 + 20 ⇒ (7) + 20 = 27+1 for traps
AC 27 HP 106 INIT+6; PERCEPTION +14
Sure thing Dwol.
perception: 1d20 + 14 ⇒ (11) + 14 = 25
AC 21 HP 97/106 INIT+7; PERCEPTION +14
follow along
perception: 1d20 + 14 ⇒ (3) + 14 = 17
Hal leads to the second passage on the left.
It resembles the first passage to the left except it slopes upward and the air does not feel any warmer than the main passage.
AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20
Last check, passage to the right.
perception: 1d20 + 20 ⇒ (4) + 20 = 24+1 for traps
AC25/T11/FF25 HP115 INIT+0; PERCEPTION+20
Dwol follows along perception: 1d20 + 20 ⇒ (13) + 20 = 33
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