Wander the path (Inactive)

Game Master Daedeloth

At this point it's kind of a mystery.


1,901 to 1,950 of 2,001 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol moves up to subdue the dwarf, delaying action to see if Hal's spell lands.


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

Chack moves up with 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

Cast Gravity Bow


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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

Dwol will grapple the dwarf and attempt to overwhelm him/remove his helm.

CMB +13


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

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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-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
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

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
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: 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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-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
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

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
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

-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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

-11/115HP

Haven't seen that before. Any ideas Hal?


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

-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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

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
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

move up with 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

Stay with the fiddler


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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

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
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

-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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

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
Melee:
Longbow +14/+9 1d8+9: +1/+1 ptblank: +1/+2 vs large
Saves:
+9Fort +13Ref +6Will

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
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

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
Melee:
Angval +15/+10 1d10+6; PA +15/+7 1d10+12
Saves:
+16FORT +9REF +14WILL

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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

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
Melee:
Scimitar +20/+15 1d6+21
Saves:
+6FORT +13REF +3WILL

Sure thing Dwol.

perception: 1d20 + 14 ⇒ (11) + 14 = 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

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
Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6
Saves:
+5FORT +10REF +8WILL

Last check, passage to the right.

perception: 1d20 + 20 ⇒ (4) + 20 = 24+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 follows along perception: 1d20 + 20 ⇒ (13) + 20 = 33

1 to 50 of 2,001 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Wander the path All Messageboards

Want to post a reply? Sign in.