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DM Bigrin's Second Darkness

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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half-elf Oracle 6 | HP 51 | AC 20/12/18 | F +5, R +5, W +6 | init +2, Perception +6 | CMB +5, CMD 17

Brue, you're welcome to the mithrail chainmail that Kel has


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

If I'm going to make a habit of blowing stuff up, I need to start taking ranks in Knowledge (architecture & engineering) so I can plan them out to minimize collateral damage... ^^; *keeps running*


HP 54/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

I think Kel should keep her mithral chainmail - she needs that protection.


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

Looks like this fight is down to Calla, Bruendor and Lefrik - at least for the next four rounds. Anklebiter and Kelendra both failed their Fort. saves, so all we can do is take single move actions. 0_0;


HP 54/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

Aw, hell.


Half-Elf (Chelaxian) Female HP 41/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

Well, let's hope with the drow between us and the treant that they at least hamper each other for a round or two.

In the "an enemy of my enemy is my friend" formula, can we get flanking from the treant?


Half-Elf (Chelaxian) Female HP 41/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

Also, Calla's initiative is actually +6; I think she should be up too.


HP 54/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

That's my plan right now as well, Calla. I intend on being difficult to hit these first few rounds, so that we can get the other two up on their feet again.


Half-Elf (Chelaxian) Female HP 41/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

So do we want to attack the treant or see if we can figure out some way to calm it? I don't know that we have any spells or anything to help us do so.

Maybe Kel's hypnotic pattern would give us time to try Diplomacy, once we get her up?


Sorry Calla. I don't know why that was wrong.


FYI, I am travelling on business this week, but don't stop posting. I want to be able to keep things moving as much as possible.


Half-Elf (Chelaxian) Female HP 41/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

It got bumped at 2nd level and has probably been wrong since then. :)

Also, thanks to her teamwork feat, she can often act in surprise rounds:
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

(And all her allies are considered to have the teamwork feat thanks to her solo tactics ability.)

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