the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


1 to 50 of 2,558 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

A pathfinder campaign set in the Underdark.


Diggity dot!


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Whenever you surface sops are ready, I'll be waiting for you...


Dolgrin:
Your clan is from the Tusk Mountains in the Realm of the Mammoth Lords near the Crown of the World. Therefore you are no stranger to cold harsh conditions. You know your orc captives held you in the uppermost layer of the Underdark, known as Nar-Voth, probably somewhere below the Realm of the Mammoth Lords. You know below Nar-Voth lie the lower layers of the Underdark: Sekamina and Orv which are even more dangerous. During your captivity you noted ever increasing earthquakes, sometimes accompanied by rock slides or cave-ins. You also noted that one of the slave caravans you were a part of had to re-route due to a substantial new flow of lava. Since your escape you have wandered for days and while you don't know exactly where you are, you can tell you are very close to the surface. While you have not seen or heard anything, your instincts tell you that you are being followed.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DM Darkvision:

I try to think of what would be causing the increase in rock tremors. I don't remember these being so frequent in the clan halls. Maybe this is normal for Nar-Voth? Somehow I don't think so.

knowledge nature: 1d20 + 4 ⇒ (14) + 4 = 18
knowledge dungeoneering: 1d20 + 4 ⇒ (19) + 4 = 23

I look for a good elevated spot to hide and wait for whatever is following me. I take 10/20, if I have time, to hide and set up a good ambush position. If I can find any, I'll position some rubble in the path to make the terrain difficult to maneuver in.

Darkvision 90' (minesight)

perception to find good ambush spot: 1d20 + 6 ⇒ (1) + 6 = 7
survival tracking: 1d20 + 7 ⇒ (3) + 7 = 10
stealth if no take 10/20: 1d20 + 2 ⇒ (3) + 2 = 5

Let's see what's coming my way...


Dolgrin:
The frequency and power of the tremors has increased, you do not think it is normal. While you don't understand orcish, you do understand the orcish word for drow and you heard it mentioned more than once in the immediate aftermath of a tremor.
You can't seem to find a good spot that would enable you to ambush something with darkvision in this area and you realize you aren't exactly being particularly stealthy right now, you are tired from your wandering and out of practice from your captivity.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DM Darkvision:
...muttering in dwarven, Stone souls but I'm tired...How long have I been wandering these blasted caverns? Ahh, for some some dwarven whiskey and fresh bread and cheese! Realizing my exhaustion is making ambush unlikely I take up a position that will limit flanking and ready my Dorn Dergar. If I'm to die, I'll take more than one with me. At least I won't die under some collapse of rock; HAH! Orc scum...let them come...

readied action-reach attack when someone comes into range (10') and then switch to melee


Dolgrin:
You hear a quiet laugh, then a female voice in accented dwarven "If you die it won't be by my hand, I have no dwarven whiskey, but I have something else that might do the trick." You see a stealthy figure move away from the cave wall and begin to slowly approach, hands held wide, the right hand is empty, the left appears to hold a water skin.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DM Darkvision:
eyeing the form warily sense motive: 1d20 + 2 ⇒ (15) + 2 = 17 ~in dwarven~Well lass, aren't you the tricksy one now? Good ears you have to. ~looking around~ It's alright boys, I think she's one of us, but keep your aim on her just the same. ~approaching slowly (5' move increments) with Dorn Dergar at the ready~ Well then, how's for a formal introduction? I am Dolgrin of House Ironstrike, a skirmish-scout by trade. Me an' my fellows are sent down here to Nar-Voth to see what all this quaking has been about. Who are you and what are you about? bluff: 1d20 - 2 ⇒ (7) - 2 = 5


Dolgrin:
The voice sounds tired and hopeful. "Well met Dolgrin, I am called Char. Tricksy? I don't know about that, if I have learned to be stealthy it is only because that's what was needed to stay alive in Nar-Voth. And you are either much worse off than I suspected or you are trying to be the tricksy one, I know you are alone." As the figure gets within range of your weapon you realize it is a female hobgoblin, she still moves slowly with her hands spread wide. She appears to be alone.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DM Darkvision:
~face contorting with hatred; his next words come out more barked than spoken~Stop right there filth! Your next step forward will see my steel coated with your blood. ~now backing away slowly to his previous position; his voice gaining a little more control~ How came you by the tongue of stone? Our folk hold no slaves and would never suffer your 'kind' in our halls. Bah! Angradd take it all..be on your way. I'll not have you skulking about behind me waiting to plant your blade in my back! ~regrips his chain flail and awaits the actions of his foe~

sense motive: 1d20 + 2 ⇒ (6) + 2 = 8


Dolgrin:
She sighs then sniffs, "I'm cleaner than you dwarf, you stink, and what did you expect to encounter as you wander the Underdark, elves? Be on my way?!! I have nowhere to go! My tribe is dead! Nar-Voth is in chaos!...I thought conditions might be better on the surface so I followed you." She shrugs, then sits on a rock and takes a long pull at the water skin in her hand, holding it out in case you want to give it a try.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DM Darkvision:
~stops and eyes the hobgoblin warily~Aye, I stink but at least it's the stench of hard work and honesty. Better than the slimy stench of goblin-kin and their slaving ways. As for elves, better for both of us that we aren't finding them here as that would mean death or worse I'm sure. Am I to weep for the loss of your tribe? Fire to steel but I'm sure they weren't the angels of the underdark and they'd have had me and mine slaving for them as soon as see us breathe. ~eyes the water skin and starts chuckling~ As for the surface, HAH!, you'd be following the wrong Dwarf for sure. Never been there myself nor seen what is called the sun, sky, and stars. Hear they be right pretty and all, but these eyes have only love for the dark of the mines. ~still thinking~ BAAAAH! Torag's Tongs! Well if I'm stuck here with you for now I 'spose I can't be choosy about accepting your hospitality and Stone knows that if a Hobgob can survive what's in that skin than so can any Dwarf. Toss it here if you please; and what will you take in exchange? I'll not be in your debt. ~slacks his flail and waits for the skin to be tossed~


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Dolgrin:
Char tosses the water skin, you take a swig, strong stuff it burns a bit as it goes down and has a bitter aftertaste, but as the warmth spreads through your gut you less exhausted. "As for an exchange, let me come with you, there is strength in numbers and it will be good to have someone other than Otah guard my back while I sleep." She glances at her left shoulder and you see a small rat which is watching you with what appears to be something beyond animal intelligence.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char:
That's good that, thanks! Come with me, eh? How are we to trust each other then when our folks have fought blood wars since my folk first finished their Quest for the Sky? Although the truth of it would be that if you wanted my blood you would have had it by now or you could have just waited till I slept. ~deep sigh~ Well then. For my part, I swear by the First Stone to be a true companion until such time that we agree to part ways. I trust you to do the same by whatever oaths you hold dear. ~looks around~ Great. That's settled then, yes? Now what? I'm no closer to my Clan's Halls and these tunnels are unfamiliar to my feet. What do you suggest? An be keeping that rat away from me pack. I'll have no truck with vermin.


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Dolgrin:
"You needn't worry about Otah, he rarely leaves my person. At this point, we really have no choice but to trust one another, we each need to sleep eventually but if it makes you feel better...I swear by the Power to do no harm to Dolgrin and to aid him when it is within my capabilities. I need to sleep for a couple of hours now, when I wake we can continue on, the air smells different here, we must be close to the surface."


Dolgrin:
Note: You have spent some limited time on the surface, mostly near your clan stronghold in the Tusk Mountains, you have been to the permanent camp at Hillscross a handful of times as a scout for trade delegations, and once you even visited the human town of Icestair for the same reason.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char:
Get some rest then, but if you see a better place to do it show me. For all the stone in the mountain I couldn't find a half-way decent place to ambush you so if you see a place you like then that's where we will set up. Otherwise I'll do my best to make sure the three of us don't end up in the stew pot.
perception during watch: 1d20 + 6 ⇒ (12) + 6 = 18
stealth during watch: 1d20 + 2 ⇒ (3) + 2 = 5
survival to not have to use rations: 1d20 + 7 ⇒ (7) + 7 = 14

http://www.d20pfsrd.com/skills/survival


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DM Darkvision:
~edit to previous post~ As for the surface, HAH!, you'd be following the wrong Dwarf for sure. Only been there a few times and those mostly at night. The stars are beautiful, but these eyes have only love for the dark of the mines.


Dolgrin:
Char falls asleep immediately. As you stand watch you come to realize that Char was right, the air smells different here, you are close to an entrance to the surface. You also notice since you stopped walking that the air is definitely cooler than in the spots where you previously stopped to rest, you can't figure why that would be, it is the middle of summer and air at the surface should be warmer than that below. While trying to puzzle it out, you notice a small patch of edible mushrooms that will be enough for a meal for two.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char:
~after several hours Dolgrin gives her a firm but gentle shake Time to go Char. We have been here too long. Idling in one place too long in Nar-Voth is a death sentence. I have found some mushrooms for us to have while we walk ~he readies his equipment and prepares to leave~


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Dolgrin:
"Of course, I was very tired, thanks for watching out for me." She grabs her bag and club and the two of you continue your journey.


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Dolgrin:

knownature: 1d20 + 9 ⇒ (20) + 9 = 29

"It is too cold, something is not right."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6
Char Churkut wrote:
** spoiler omitted **

Char:
~gruffly, obviously uncomfortable with any form of thanks or praise~ We are companions of the Oath of Stone. No thanks are needed. ~waiting for Char to collect herself before setting out to what he believes is the surface~ You are right, it IS too cold. The skies above should be filled with the heat of the sun even this far North. I have never felt it colder this close to the surface than in the depths. Let us keep moving. The sooner we get to my folk the sooner we can get answers AND something hot to drink...

Dolgrin and Char:
As you start to move forward a giant spider suddenly drops from the cave ceiling. It just misses landing on top of you.

Initiative
Dolgrin: 1d20 + 4 ⇒ (12) + 4 = 16
Char: 1d20 + 3 ⇒ (11) + 3 = 14
spider: 1d20 + 3 ⇒ (4) + 3 = 7

Your action.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char & Dolgrin:
I just HAD to go and jinx us... Behind me girl!; thinking to himself "How did I get so careless? Stone I'm tired!".

Do I recognize the type of spider?
K-nature: 1d20 + 4 ⇒ (8) + 4 = 12

Move action draw chain flail
5' step to interpose between spider and Char
reach attack if possible, if not melee
Dorn Dergar: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d10 + 6 ⇒ (5) + 6 = 11


Dolgrin:

Char was slightly behind and to your left so you easily interpose yourself between her and the spider. Just looks like a big spider to you, its bite is sure to contain toxins of some sort. Your chain flail smashes into the spider's body doing substantial damage and causing its bite attack to go wide.

bite: 1d20 + 4 ⇒ (3) + 4 = 7

Char chants something you can't quite understand, but you feel power infuse your body.
Next round you can roll an attack, save or skill check twice and take the better roll.

Your action.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char & Dolgrin:

Keeping my body interposed between the 8-legged menace and Char.

Dorn Dergar: 1d20 + 5 ⇒ (7) + 5 = 12
Dorn Dergar: 1d20 + 5 ⇒ (2) + 5 = 7
damage if applicable: 1d10 + 6 ⇒ (4) + 6 = 10

Careful with what you're doing back there girl! That dang mumblling of yours is distracting my aim!

perception to see if there are any other spiders about: 1d20 + 6 ⇒ (5) + 6 = 11


Dolgrin:

Your surprise at the power coursing through your body causes your swing to go wide but your armor easily turns away the spiders bite.

Indeed, another spider approaches, you expect you will have one more chance to bring this spider down before the other arrives.

bite: 1d20 + 4 ⇒ (2) + 4 = 6

Char: "Strike true Dolgrin, another approaches!"

She casts guidance on you: +1 to attack or save next round.

Your action.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char & Dolgrin:

'Strike true Dolgrin', what are ye', my forge master? Quit yer yammering woman and let me work!

DD: 1d20 + 6 ⇒ (7) + 6 = 13
damage if applicable: 1d10 + 6 ⇒ (4) + 6 = 10

See! Quit pressuring me!


Dolgrin:

Your blow glances off the spider's thick hide. And the spider is again frustrated by your armor.

spider1: 1d20 + 4 ⇒ (2) + 4 = 6

Char steps up beside you preventing the other spider from attacking you as well. She wildly swings her club but fails to connect as the spider bites at her but finds only empty space as she dodges aside.

Char: 1d20 + 1 ⇒ (8) + 1 = 9
spider2: 1d20 + 4 ⇒ (5) + 4 = 9


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char & Dolgrin:

DD: 1d20 + 5 ⇒ (9) + 5 = 14
damage?: 1d10 + 6 ⇒ (9) + 6 = 15

~seeing her pitch in with the melee (and stop her forge blasted YAMMERING!), even if it's equally as futile as his efforts, Dolgrin just grunts and goes about his business...vermin control.~


Dolgrin:

Your chain flail crushes the head of your attacker sending bloody bits across the cavern. Seeing you put an end to the first spider and knowing you are better suited to melee combat than her, Char quickly backs away from the second spider and it turns to attack you but it is no more successful than its predecessor.

bite: 1d20 + 4 ⇒ (9) + 4 = 13

Your action.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char & Dolgrin:

Thinking~"That's more like it! That damned cave hen stops clucking and I can finally get my work done."

Out loud~Now fer your friend spawn of Rovagug!

Keeping between the spider and Char
perception to make sure no more spiders are around: 1d20 + 6 ⇒ (1) + 6 = 7
DD: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d10 + 6 ⇒ (3) + 6 = 9


Dolgrin:

You land a solid strike on the spider, you are definitely getting warmed up now. The spider continues to miss, you are unstoppable!

spider2: 1d20 + 4 ⇒ (10) + 4 = 14

Char: Casts guidance on you. +1 to hit or save.

Your action.


Female Human Sorcerer

DM Darrkvision:
wasthis the avatar, does it even resemble a hobgoblin. There was no hobgoblin section only goblinoid.


Grug Gronk wrote:
** spoiler omitted **

Grug:

when you get in the avatar section, search: hobgoblin
5-6 avatars pop, pick one, I liked the one labeled hobgoblin lieutenant


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

dm:
i have an avatar face under Azzakan. Guess I need to erase all of his stuff and start over.


randtam:

You don't need to erase or write over Azz.
Click on "My Account" along the top of the screen. Once there, go into Messageboard Aliases section, and click the button "Create New Alias". Basically you will get a whole new page to create a brand new character.


Female Human Sorcerer

DM Darkness:
Have not set up profile yet but may be able to enter the game if necessary. Hope I remember to change alias every time I post.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char & Dolgrin:

~Well this took longer than I'da liked but it's almost done; this hobgob is actually pretty useful....Stone's luck!~

DD: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 6 ⇒ (8) + 6 = 14


Grug Gronk wrote:
** spoiler omitted **

Grug:

If you use wrong alias, you have a couple hours to click "edit" and change the post and correct avatar as well as anything else.


Dolgrin:

Your blow takes down the spider, but it lashes out at you in one last act of defiance, its fangs find a weak spot in your armor and inject a large dose of venom.

spider2: 1d20 + 4 ⇒ (18) + 4 = 22
dam: 1d6 ⇒ 6

fort: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
poison: 1d6 ⇒ 4

Char: "Hold fast Dolgrin, I can heal your injuries." She lays her hands on your wound, power once again courses through you, this time it makes your skin crawl, but you see the wound begin to heal and it disappears completely in about a minute. (Infernal healing)

You get up and look over the spiders but find nothing of use, even the meat is inedible. As you continue on, you scent pipe weed.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Char:
~akwardly~Hermmm, well yes. Thanks for that. My Pa always told me that only a hammered head looks away from a helpful hand and I'm not sure as I care for your yapping when I'm trying to get my fight on, but ye did well and we are two spiders further along. Little blighters...

~look around for a nest just in case~
perception: 1d20 + 6 ⇒ (4) + 6 = 10

Char do ye smell that? It reeks of pipe weed or I'm a goblin's uncle... Who would be stupid enough to smoke that in the open of Nar-Voth? Either someone really powerful or someone not from around here. Let's put our sneaking feet to work shall we?

stealth: 1d20 + 2 ⇒ (16) + 2 = 18

Stalk up and see what is making the sweet smell of pipe weed.


Dolgrin/Char/Grug:

Dolgrin and Char move forward and see an opening to the surface. In the moonlight, you see a male hobgoblin wrapped in a cloak, seated on a rock, thoughtfully smoking a pipe, a 2 handed sword rests across his lap.

Charstealth: 1d20 + 13 ⇒ (10) + 13 = 23

Grugperception: 1d20 + 6 ⇒ (13) + 6 = 19

Grug hearing some noise from the cavern looks up and spots a dwarf trying to sneak up on him. "You gotta be more sneaky than that if you wanna catch me nappin' dwarf."

Char to Grug: "Stop your bragging fool, you didn't see or hear me did you?!"

Grug sits up in surprise, his sword spilling to the ground.

That's when Char and Dolgrin notice the ground outside is covered in several feet of snow, the moonlight is glinting off of snow for as far as you can see.

Grug shrugs: "I was just enjoying the view for a while before heading into the Underdark, its been snowing for a week straight and shows no signs of stopping, middle of summer, damndest thing I've ever seen."

Over to you guys, no killing each other.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

PINEAPPLE! OK, now that we have a 'quorum' I'm skipping the spoilers

~stunned by sight of snow on the ground; even HE knows that there is never snow here during this time of the year~

Furnace flames! Now it's a rock slide of hobgoblins, as if one weren't enough. No offense Char, just I'd rather you be a dwarf maid than your actual nature. I guess you must be thrilled to find another of your kin. Do ye know each other? Gahhh; whatever! You two sort it out. I'm gonna see where we are. ...if I can find some landmarks with all this blasted snow...

sense motive to see if new hobgoblin is a threat: 1d20 + 2 ⇒ (1) + 2 = 3

survival to find bearings relative to my clan halls: 1d20 + 7 ⇒ (9) + 7 = 16

Knature to see if he has any clue about why it's snowing: 1d20 + 4 ⇒ (11) + 4 = 15


Female Human Sorcerer

~common~Dwarf, I am resting here. Where are you going? I have a feeling your skills may not be up to the task. Especially up here

Eye the other hobgoblin up and down. See not from my tribe but still possible threat to me..

goblin:
. I do not know you or your clan markings. Who are you? You remind me of a look a shaman I used to know had.


As Dolgrin and Grug speak, they notice the sky to the far North glows red through a brief part in the clouds and is it smoke or maybe ash mixed in with the clouds?

The ground begins to shake violently and rocks and debris fall all around you near the cavern entrance. DC12 reflex to take 1/2 damage, round down.

Char: 1d20 + 4 ⇒ (9) + 4 = 13
Dolgrin: 1d20 + 5 ⇒ (7) + 5 = 12
Grug: 1d20 + 5 ⇒ (8) + 5 = 13

rockslide: 4d4 ⇒ (2, 2, 3, 2) = 9


Female Human Sorcerer

in or out!

slowly extinguish my pipe and move into the entrance.

1 to 50 of 2,558 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / the darkness comes All Messageboards

Want to post a reply? Sign in.