Azmur Kell

Fyfe Holme's page

142 posts. Alias of TPJ.


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Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

It certainly came at the right time for me, just as I was getting back into RPGs. I'm playing/running mostly 5E now, but this was a lot of fun.

Thanks for bringing it together GM Polygoon!


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe and Xilanfur join the others in looking around, following Eal's lead.

Fyfe Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Nature): 1d20 + 8 ⇒ (15) + 8 = 23

Xilanfur Perception: 1d20 + 1 ⇒ (5) + 1 = 6


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe and Xilanfur catch up with Eal (S58, T58). Fyfe casts Light on the end of his quarterstaff and holds it into the darkness.

Fyfe Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Xilanfur Perception: 1d20 + 1 ⇒ (15) + 1 = 16


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

I'm good to keep going as well.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"We have a magical sword, and possibly more evil to face. I don't know that we're quite finished here yet."


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Vortok, we already have the chest open. Fyfe is just worried about getting the potions across the water intact.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe, to the others, "So how do we get this chest back ashore?"


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe holds up the sword to admire it. "It's almost a shame I never learned to use one of these."

Looking at Grognar, Krakkagar and Eal, "It's definitely magical and powerful, and it sounds like we may need it. Which of you wishes to wield it?"


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Should be knowledge (nature) or knowledge (dungeoneering).

After Fyfe finishes trying to identify the sword, he turns his attention to the roar, trying to place it.

Knowledge (Nature): 1d20 + 8 ⇒ (13) + 8 = 21


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Sensing the magic coming from the sword, Fyfe attempts to identify its nature.

Knowledge (Spellcraft): 1d20 + 6 ⇒ (18) + 6 = 24


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Per Vortok's request, Fyfe casts Detect Magic and concentrates on the longsword.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"Well, let's see what's in this chest then."

Fyfe inspects it to see if it's locked or possibly trapped.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

"We should try to open it the standard way before just having Grognar smash it." Fyfe says with a laugh.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Eal, that damage roll should be 1d8, not 1d20.

Xilanfur attacks the reefclaw.

Bite: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Claw1: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Claw2: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Bite Dam: 1d4 + 1 ⇒ (1) + 1 = 2
Claw1 Dam: 1d3 + 1 ⇒ (2) + 1 = 3
Claw2 Dam: 1d3 + 1 ⇒ (1) + 1 = 2


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

As Fyfe and Xilanfur swim across, Fyfe sees the bug and tries to identify it within the water.

Knowledge (Nature): 1d20 + 8 ⇒ (8) + 8 = 16

They both keep moving to the other shore, and Fyfe treads water while hanging on to the edge. He concentrates, and attempts to gently call out to the insect.

Animal Empathy: 1d20 + 1 ⇒ (13) + 1 = 14


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe looks down at Xilanfur,

"This shouldn't be too bad. We could both use a bath anyway."

Xilanfur swim: 1d20 + 1 ⇒ (15) + 1 = 16
Xilanfur swim: 1d20 + 1 ⇒ (11) + 1 = 12

Xilanfur swims over fairly gracefully. Fyfe leaves his backpack, scimitar and cloak and dives in the water, quarterstaff slung over one shoulder.

Fyfe swim: 1d20 + 0 ⇒ (17) + 0 = 17
Fyfe swim: 1d20 + 0 ⇒ (12) + 0 = 12
Fyfe swim: 1d20 + 0 ⇒ (16) + 0 = 16


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"We haven't yet explored what's behind the door by the fountain. Perhaps we take a peek on the way out?"

I'm all for keeping the adventure going.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe, to the others, "Should we pack up and head back to town, or should we load up on arrows and go see what all that noise is about?"

"After a short rest, that is."


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Could it be the sound of a hook for further adventures? :-)


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe gives a nod to Eal acknowledging his valuable help, then scratches Xilanfur on the scruff of her neck.

"Well done, girl. You've earned your steak dinner tonight."

"We should also take a look at the chest in the corner here. Grognar, care to smash one last thing before we go?"


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur charges at the bugbear and attacks.

Bite Att: 1d20 + 3 + 2 + 1 + 2 ⇒ (18) + 3 + 2 + 1 + 2 = 26 (+2 fountain, +1 Inspire Courage, +2 charge)
Claw1 Att: 1d20 + 3 + 2 + 1 + 2 ⇒ (15) + 3 + 2 + 1 + 2 = 23
Claw2 Att: 1d20 + 3 + 2 + 1 + 2 ⇒ (13) + 3 + 2 + 1 + 2 = 21

Bite Dam: 1d4 + 1 ⇒ (1) + 1 = 2
Claw1 Dam: 1d3 + 1 ⇒ (1) + 1 = 2
Claw2 Dam: 1d3 + 1 ⇒ (2) + 1 = 3

Xilanfur is at -2 AC for the rest of this turn, so hopefully that damage counts for something.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe takes another swing at the goblin in front of him (#9).

Quarterstaff Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Quarterstaff Dam: 1d6 + 1 ⇒ (3) + 1 = 4

Finally, a hit!


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur strikes at a goblin (9).

Bite: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (trip if hit)
Claw1: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Claw2: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13

Claw1 Crit: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

Xilanfur lands a critical hit against the goblin!

Bite Dam: 1d4 + 1 ⇒ (4) + 1 = 5
Claw1 Dam1: 1d3 + 1 ⇒ (1) + 1 = 2
Claw1 Dam2: 1d3 + 1 ⇒ (2) + 1 = 3
Claw2 Dam: 1d3 + 1 ⇒ (1) + 1 = 2


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe squeaks his way into the battle zone to attack one of the goblins nearest Xilanfur with his quarterstaff (goblin9).

(Moved R46-Q46-P45-P44-Q44)

Staff Attack: 1d20 + 0 + 2 ⇒ (7) + 0 + 2 = 9
Staff Dam: 1d6 ⇒ 2


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

You forgot Krakkagar on the list, though he's got a 3-way tie with Grognar and Navika.

Fyfe, looking over to Krakkagar, "Keep that Bag of Holding handy."


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

With a growl, Xilanfur squeezes past Eal and attacks the nearest goblin (R41). (moved to Q42)

Bite: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 (trip if hit)
Claw1: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Claw2: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Claw2 Critical: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Bite Dam: 1d4 + 1 ⇒ (4) + 1 = 5
Claw1 Dam: 1d3 + 1 ⇒ (1) + 1 = 2
Claw2 Dam: 1d3 + 1 ⇒ (3) + 1 = 4


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur Initiative: 1d20 + 5 ⇒ (20) + 5 = 25

Fyfe Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Well, at least my best weapon gets to go first.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur quietly moves in by Eal (moved to P44), with Fyfe close behind (moved to R46).

Xilanfur stealth: 1d20 + 9 ⇒ (16) + 9 = 25

Xilanfur perception: 1d20 + 1 ⇒ (11) + 1 = 12
Fyfe perception: 1d20 + 8 ⇒ (7) + 8 = 15


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

I was going to send Xilanfur up anyway. She's got a +9 to stealth and now a +2 to hit.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

So, do we try to sneak up on the goblins and surprise them?

That's assuming Grognar doesn't just charge them. :) But either way, we can get a handle on their position and let the archers take a crack at them from afar.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

If we can hit the goblins from afar, maybe we can give Eal and Navika an opportunity to burn through their one-combat disadvantage quickly.

And hopefully the +2 AC bonus will improve Krakkagar's aim. ;-)


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe, continuing to moonlight as a Rogue, walks over to the closed door and inspects it to see if it might be locked, then presses his ear up against it to listen for activity on the other side.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur chooses +2 to attack rolls. That same +2 is kind of wasted on Fyfe, but maybe he can get in some practice.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Sorry Navika. :(

Though for all I know, a 9 could mean that Fyfe gets poked in the eye by the Hand of Vecna or is crushed by falling rocks.

Maybe that stirge of doooom will come back for him...


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe is feeling thirsty himself.

Everything to Lose: 1d10 ⇒ 9

Xilanfur snorts and dips her face into the water as well.

Xilanfur should know better: 1d10 ⇒ 10


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Hopefully our GM isn't using the old AD&D Dungeon Master's Guide to determine Grognar's fate. :)

"Here lies Grognar. He died in a horribly Gygaxian manner."


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"I would strongly advise not drinking from the fountain until we get a better idea of what that water might be."

Fyfe, suspicious of the room, and especially the fountain, casts Detect Magic again and concentrates.

Detect Magic:

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

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).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe and Xilanfur slowly walk around studying the room. Fyfe has his quarterstaff drawn and is careful not to touch anything directly.

Perception (Xilanfur): 1d20 + 1 ⇒ (2) + 1 = 3

Perception (Fyfe): 1d20 + 8 ⇒ (6) + 8 = 14


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Just checking in, is everyone still alive out there?


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur follows Vortok, with Fyfe right behind. Tokens moved.

Perception (Xilanfur): 1d20 + 1 ⇒ (19) + 1 = 20

Perception (Fyfe): 1d20 + 8 ⇒ (7) + 8 = 15


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"Considering I've already got a wand and another potion of Cure Light Wounds, and that I've had at least one close call recently, I suggest someone else may want to keep that one safe."

"On the other hand, if nobody else wants the dagger, I'll be happy to hang onto that."


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe studies the strange potion.

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

"Anyone else want a look? Navika? Krakkagar?"


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

We're definitely hanging onto that. I've read some fun stories about the many uses for a Bag of Holding.

I think for the moment it's party property. It'll come in handy for sure. I don't think we want to dump the contents just yet.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

"Something is amiss here."

Fyfe casts Detect Magic to get insight on the objects the group has found (bag, chest, mats).

Detect Magic:

School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

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).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

He concentrates and waits for any of the nearby objects to manifest an aura and determine the strength, if any.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

After he finishes inspecting the chest and is fairly certain it won't explode in his face, Fyfe the Amateur Rogue tries to force open the lock using a dagger.

Disable Device: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11

That's probably not good. Maybe Grognar can whack it with a hammer.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe moved to AC-47, Xilanfur to AA-46.

Fyfe lights a torch and tries to carefully inspect the chest without touching it, lest it be trapped. He swaps his scimitar for his quarterstaff and slowly waves it around the chest, looking for wires or other riggings. Once he's convinced that it's not rigged, he'll tap around the chest to listen for movement or other signs that it's full. He's also looking for signs that it's locked, whether the surface it's resting on might be rigged, strange markings, etc.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

This is why our predecessors carried around a 10-foot pole. And a Thief. :-)


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Treasure: 5d100 ⇒ (38, 1, 19, 19, 60) = 137

Good thing Fyfe is pretty thrifty.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Fyfe takes several swipes at the vines with his scimitar (and hopefully doesn't miss this time).

"We should clear some of these vines before we explore any further. We may need to leave in a hurry."

Fyfe then kneels down to search the fallen goblins.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur attacks the prone goblin with both claws and a bite.

bite att: 1d20 + 3 ⇒ (10) + 3 = 13
claw1 att: 1d20 + 3 ⇒ (13) + 3 = 16
claw2 att: 1d20 + 3 ⇒ (13) + 3 = 16

bite dam: 1d4 + 1 ⇒ (3) + 1 = 4
claw1 dam: 1d3 + 1 ⇒ (3) + 1 = 4
claw2 dam: 1d3 + 1 ⇒ (2) + 1 = 3

That's probably one more goblin down.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Grasping his new wooden shield close, Fyfe raises his scimitar and charges at the goblin Xilanfur just attacked...

Moved from U-31 to W-40.

attack: 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 4
damage: 1d6 ⇒ 1

... And misses spectacularly.

I don't think he even sliced the air on that one.


Male Human Druid 1 HP: 7/9 AC: 14 | T:13, | FF: 12 | CMB: +0 | CMD: 11 | F: +3, R: +1, W: +6 | Init: +1 | Perc: +8, Spell: +6, Hand Anim: +4, Know (Nat): +8, Stealth: +2, Heal: +8, Surv: +10, Acro: +1

Xilanfur charges at the nearest Goblin and bites at him through the vines.

(moved to X-40)

Bite Att: 1d20 + 3 ⇒ (13) + 3 = 16 (trip if hit)

Dam: 1d4 + 1 ⇒ (1) + 1 = 2

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