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
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
karcana: 1d20 + 12 ⇒ (12) + 12 = 24
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
Halafrin burns some wand charges to get back to 40 HP. -detect magic- on the fallen and area
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 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 -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 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-
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....?
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 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 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 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-
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 -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 |