Cale the Calistrian

Halafrin Mistweaver's page

423 posts. Alias of Torvald Torvaldson.


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

Will: 1d20 + 8 ⇒ (13) + 8 = 21

-rubs temples to dissipate discomfort-


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

Can Hal determine the source of the charm/compulsion magic? The high-helmed dwarf is dead, is it coming from the helm? There is not evil dirt/smoke around. What could be impacting the usually magic-resistant dwarves?

Any other ways out from this dead-end mining section?

perception: 1d20 + 20 ⇒ (7) + 20 = 27


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/-3DEX/-3CON
(40)HP

restore: 6d4 ⇒ (1, 1, 3, 1, 2, 3) = 11


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/-3DEX/-3CON
(40)HP

See Dwol? Don't be so sour! Sometimes the gods smile on us. I thought you paladins were supposed to be an optimistic lot in any case. They are your kin we are saving after all.

Halafrin will burn as many charges as needed to restore his stats to normal.

Any sense of what is wrong with the dwarves/elemental and is there any opportunity to release them from their affliction?


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/-3DEX/-3CON
(40)HP

karcana: 1d20 + 12 ⇒ (12) + 12 = 24
spellcraft: 1d20 + 17 ⇒ (15) + 17 = 32

Hal studies the dwarves and wand to try and determine their natures/what is going 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

-4STR/-3DEX/-3CON
-56/58(40)HP

Halafrin burns some wand charges to get back to 40 HP.

-detect magic- on the fallen and area
perception: 1d20 + 20 ⇒ (16) + 20 = 36

I feel even more useless than usual Dwol. I'd say we need to rest, but I don't think there is any way to cure me or the time to let nature do it's work. I hate to be rude, but your kin are foul hosts and you home is a dungeon of horrors.


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

-46/58HP

FORT: 1d20 + 5 ⇒ (7) + 5 = 12
FORT: 1d20 + 5 ⇒ (8) + 5 = 13
FORT: 1d20 + 5 ⇒ (2) + 5 = 7

-3DEX/CON

Halafrin drops unconscious


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

WILL: 1d20 + 8 ⇒ (18) + 8 = 26

Acid splash at one of the otyughs:

touch: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d3 + 1 + 4d6 ⇒ (2) + 1 + (4, 1, 1, 2) = 11


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 advances and casts -haste- as soon as he thinks Dwol is in range.


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's have a look at this dead-end, but be careful; that was too easy.

Examine the end of the hall way:

-detect magic-
perception: 1d20 + 20 ⇒ (1) + 20 = 21+1


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 will do his best to disable the trap, encouraging the rest of the party to stay back until he does.

disable: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34


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

Stay here while I go take a look. Doesn't make any sense, but not much here does; might be something, might be nothing.

Halafrin advances down the hallway looking for traps and/or secret passages.

perception: 1d20 + 20 ⇒ (18) + 20 = 38+1


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


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


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.


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


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


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


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


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


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


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


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


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


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


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


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


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.


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.


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


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


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.


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


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?


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-


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

Check the platform and doors.

-detect magic-
perception: 1d20 + 20 ⇒ (14) + 20 = 34+1 for traps


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 waits per Dwol's instruction and tries to get a sense of how the thing works and if it's trustworthy to traverse on.

know engineering: 1d20 + 9 ⇒ (15) + 9 = 24


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 snorts-Great, the DWARF doesn't know what to do underground...

Option four is we just wait here and see what happens. Those dwarves from the forge have to go somewhere after they finish their labor.


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

Looking around

-detect magic-
perception: 1d20 + 20 ⇒ (3) + 20 = 23+1 for traps

What's this all about?

know engineering: 1d20 + 9 ⇒ (17) + 9 = 26


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

You guess is as good as mine.-Halafrin gestures futilely at the helmet. Maybe something is contained inside the ones possessing dwarves? Why did you throw the other one away Dwol?-He asks crossly.

Halafrin works at disabling the doors-Stand back.

disable: 1d20 + 17 ⇒ (20) + 17 = 37+1 for traps


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

If there is time, Halafrin comes over to examine the helms.

-detect magic-
know arcana: 1d20 + 12 ⇒ (16) + 12 = 28
know history: 1d20 + 9 ⇒ (15) + 9 = 24
know planes: 1d20 + 9 ⇒ (14) + 9 = 23
know religion: 1d20 + 9 ⇒ (20) + 9 = 29

Then check the double doors in the other room if there is no way out from this room.

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


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

Apparently Halafrin will as well.

perception: 1d20 + 20 ⇒ (19) + 20 = 39+1 for traps


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 watches the party's back for spooky fog and other threats.

perception: 1d20 + 20 ⇒ (7) + 20 = 27


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

-9/58 HP

What kind of elemental?

Any other exits from the room that he sees?

Moves back from melee as he casts:

acid splash touch attack: 1d20 + 7 ⇒ (5) + 7 = 121d3 + 1 + 4d6 ⇒ (2) + 1 + (2, 6, 6, 6) = 23


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

-16/58

Will: 1d20 + 8 ⇒ (3) + 8 = 11

-25/58

It's coming from the helmet Dwol; toss it away!

Check the single door on the right and open if safe.

perception: 1d20 + 20 ⇒ (5) + 20 = 25+1 for traps


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

Will: 1d20 + 8 ⇒ (10) + 8 = 18

-37/58

Halafrin tries to determine where the energy blasts are coming from.

-detect magic-
perception: 1d20 + 20 ⇒ (14) + 20 = 34


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

-32/58 HP

Will: 1d20 + 8 ⇒ (14) + 8 = 22

Flank and attack Chack's foe

acid splash; touch attack: 1d20 + 8 ⇒ (17) + 8 = 251d3 + 1 + 4d6 ⇒ (1) + 1 + (2, 1, 5, 4) = 14


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 hesitates and hopes Dwol's words might do more now that the agitating dwarf is down.


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

REF: 1d20 + 10 ⇒ (5) + 10 = 15

-26/58 HP

Cast -hideous laughter- on Mr. Fireball

DC 18 Will

https://www.d20pfsrd.com/magic/all-spells/h/hideous-laughter/