GM Tektite's Tears at Bitter Manor (Inactive)

Game Master Hawkwen Agricola

Hope's Hollow
Tristeza House
Tristeza House (2nd Floor)
Tristeza House (3rd Flooor)
Tristeza House (Basement)


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Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

"There's a door here! And the desk is all locked. How rude." Roger will open the secret door.


Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

"I'll take care of the lock."

Akaash tries to open the lock carefully.
Taking 10 on Disable Device for a result of 21. Also, it appears I completely forgot to buy my nonmagical gear (backpack, etc). May I do it now, please?


Stats:
  • 45/45 HP
  • AC: 14, FF: 10, T: 14
  • F: +3, R +5, W+4
  • Per: +0, SM: +6
  • Init +0
  • BP left: 09/20
  • Diseased
  • Taldane Bard (Arcane Healer) 7

    Algonzo will keep with whomever his Adventure Buddy happens to be (so as not to be a hypocrite.) He'll scold the would-be burglar, "Of course it is; it's not like this isn't someone's residence."

    -Posted with Wayfinder


    Moving into the room behind the mirror, you find what appears to be Flinn's study. This large study has clearly been ransacked. Papers and inkwells have been thrown around the room. A large wooden cabinet lies on its back, its closed doors facing the ceiling. A window in the east wall has been broken out.

    The west wall is a large tinted window overlooking a well-appointed alchemy lab. Something makes a loud thump from inside the fallen cabinet.
    Several clay jars lay in a pile in the middle of the study.


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Shrugging, Akaash simply replies "We're here to find what Finn is up to, perhaps he's been abducted so we'd better check every possible lead."

    He interrupts himself, surprised by the sound coming from the cabinet.

    Anything in the desk?


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    Kafir joins the others in the study. "Did you hear that in the cabinet? Must be where the noise is coming from."

    Kafir moves to the cabinet and wrenches it open.


    Yeah, just making sure you weren't listening to that Razmiran!

    Also, I forgot earlier, you can definitely purchase your gear.

    Akaash picks the lock on the drawer and opens it to find 3 doses of itching powder, two liquid blades, and two draughts of elixir of last will.

    As Akaash follows the other into the next room, Kafir wrenchs open the cabinet. Inside he sees nothing, but feels air movement as if something passed by him. Moments later, the party is beset upon by tiny, flying, orb-shaped creatures with maws filled with rows and rows of teeth!

    Attack vs Kafir FF: 1d20 + 6 ⇒ (15) + 6 = 21
    Damage: 1d4 ⇒ 2 And a Fort Save DC 12 vs disease.

    Attack vs Roger! FF: 1d20 + 6 ⇒ (6) + 6 = 12
    Damage: 1d4 ⇒ 1 And a Fort Save DC 12 vs disease.

    Attack vs Akaash FF: 1d20 + 6 ⇒ (7) + 6 = 13
    Damage: 1d4 ⇒ 4 And a Fort Save DC 12 vs disease.

    One creature manages to sink ints teeth into Kafir, while the other two miss!

    Rolls:
    R: 1d20 + 2 ⇒ (2) + 2 = 4
    Al: 1d20 ⇒ 1
    Ak: 1d20 + 4 ⇒ (1) + 4 = 5
    K: 1d20 + 2 ⇒ (11) + 2 = 13
    C: 1d20 + 4 ⇒ (9) + 4 = 13

    [spoiler=KN: planes DC 13]These are cacodemons.

    Initiative:
    Party
    Bads

    Party up!


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Knowledge (all): 1d20 + 16 ⇒ (3) + 16 = 19 additional +4 if it's arcana. I'd like to know about their elemental resistances & immunities, DR, special attacks, please. I'll wait until I have more information to decide what to do.


    Akaash recognizes these tiny creature as cacodaemons. (KN: planes) Two pieces of information.


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    @GM: are you of the opinion that my +2 against divine applies to demons, daemons, devils, etc that potentially gain their power from a divine source? I think it says that's up to GM discretion in my abilities. Not that it matters here but for future reference.

    Fort: 1d20 + 6 ⇒ (8) + 6 = 14 + 2 against divine

    "Vile creatures!"

    The Rahadoumi whips out his exotic blade and bashes it at the one who bit him.

    +1 khopesh power attack: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
    damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12


    Kafir easily hits the cacodaemon and his blade sinks into the tiny orb, but it seems resistant some of the damage the blade inflicted.

    @Kafir: Hadn't seen that before. For this module, we'll say yes.


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Roger and his marsupial companion take a step back and will box with the weird head-demons. "These are gross."

    Activating Crane Style.

    Roger, Fighting Defensively, Power Attack: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18

    1d2 + 8 ⇒ (1) + 8 = 9

    Roo, Power Attack: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25

    1d4 + 9 ⇒ (1) + 9 = 10

    Roger's AC is 26 and Roo can bodyguard for another 2 if needed.


    Stats:
  • 45/45 HP
  • AC: 14, FF: 10, T: 14
  • F: +3, R +5, W+4
  • Per: +0, SM: +6
  • Init +0
  • BP left: 09/20
  • Diseased
  • Taldane Bard (Arcane Healer) 7

    Kn(pl): 1d20 + 3 ⇒ (5) + 3 = 8

    "You know not with what you fight, demon." Algonzo glares menacingly at the daemon next to him, attempting to demoralize him! DC for me to beat is 10+wis mod+HD.

    intimidate: 1d20 + 9 ⇒ (14) + 9 = 23

    -Posted with Wayfinder


    Roger! and Roo attack the daemon near them, both hitting. Once again, the daemon proves resistant to the blows.

    Algonso scowls at the damon nearby and it seems to be shaken by such a fierce look!

    Akaash


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Actually I asked about the information in the post where I made the roll. So elemental resistances and DR, please.

    Akaash steps away from the daemon and drinks an extract of targeted bomb admixture.


    Sorry Akaash, completely glossed over that. DR 10/cold iron or good; Immune fire, poison; Resist acid 10, electricity 10; SR 13


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    No worries, thanks for the information! If they have reach the one on me can take an AoO. I'm hoping they don't since they had to move to our squares to attack... is that too metagamey?


    Stats:
  • 45/45 HP
  • AC: 14, FF: 10, T: 14
  • F: +3, R +5, W+4
  • Per: +0, SM: +6
  • Init +0
  • BP left: 09/20
  • Diseased
  • Taldane Bard (Arcane Healer) 7

    Obviously, I'm not the DM, but I figure reach is obvious after an attack (unless a bad wants to be super sneaky and attack at less than their reach.)

    I am correct in reading that nobody's hurt, yes?

    -Posted with Wayfinder


    Yeah, you know it has no reach.

    Akaash moves away and drinks an extract!

    Attack vs Akaash: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3 And a Fort Save

    Attack vs Roger!: 1d20 + 6 ⇒ (20) + 6 = 26
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3 And a Fort Save

    Attack vs Kafir: 1d20 + 6 ⇒ (7) + 6 = 13
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3 And a Fort Save

    Crit Confirm vs Roger!: 1d20 + 6 ⇒ (6) + 6 = 12
    Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4

    The caacodaemons continue to attack, the shaken one following Akaash, but only one manages to connect, biting Roger!

    Party up!


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Forti-Hobbit: 1d20 + 10 ⇒ (10) + 10 = 20

    The pair again, fight in tandem.

    Roger, Power Attack, Fighting Defensively: 1d20 + 5 ⇒ (9) + 5 = 14

    1d2 + 8 ⇒ (1) + 8 = 9

    Roo Power Attack: 1d20 + 6 ⇒ (2) + 6 = 8

    1d4 + 9 ⇒ (1) + 9 = 10


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    "Cold iron did you say?" Kafir reluctantly drops his khopesh and stabs at the nearby daemon with his cold iron dagger, continuing to hold his shield up with his other arm.

    cold iron dagger power attack: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
    damage: 1d4 + 3 + 4 ⇒ (1) + 3 + 4 = 8


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    GM:
    Cacodaemon are immune to fire? I assume it's a template or something, regular ones are only immune to acid from my experience. Can you confirm this before I take my action, please? Bomb or not bomb, that is the question... Also, regular cacodaemons have DR 5/good or silver, so I was wondering.


    Edit: I apparently pasted the stats for a ceustodaemon (actually it's not that either, not sure where I got it.) instead of a cacodaemon. I had both sets of stats up as, Algonso knows, I have both daemons in combats right now. Sorry about that! Kafir can retcon if he wants.

    Correct Stats: DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    Well if it's only DR/5 Kafir would probably keep his khopesh out since that does more damage.

    +1 khopesh power attack: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
    damage: 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16


    Roger! abd Roo attack the daemon harrying them, but both miss.

    Kafir chops his falcata into the one near him, nearly bringing it down!

    Akaash and Algonso


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed
    GM Tektite wrote:
    Kafir chops his falcata khopesh into the one near him, nearly bringing it down!

    Hey, I spent a feat getting access to that bad boy!


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Prescience: 1d20 ⇒ 7

    Akaash will step away from his daemon and throw a bomb at it!
    Bomb, RTA: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 13 ⇒ (6, 6) + 13 = 25 fire damage, no splash


    Akaash tosses a bomb, exploding it on the nearest daemon. Despite resisting the fire, it is burned badly.

    Algonso


    Stats:
  • 45/45 HP
  • AC: 14, FF: 10, T: 14
  • F: +3, R +5, W+4
  • Per: +0, SM: +6
  • Init +0
  • BP left: 09/20
  • Diseased
  • Taldane Bard (Arcane Healer) 7

    Al sees nobody hurt enough to require his healing.

    Delay until someone is +10 damage, then move up to cure via Bardic Performance.

    -Posted with Wayfinder


    Algonso delays, waiting for someone to do something to get themselves hurt!

    Attack vs Roger!: 1d20 + 6 ⇒ (13) + 6 = 19
    Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Fort save vs disease

    Attack vs Kafir: 1d20 + 6 ⇒ (20) + 6 = 26
    Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Fort save vs disease

    Attack vs Akaash: 1d20 + 6 ⇒ (7) + 6 = 13
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Fort save vs disease

    Crit Confirm vs Kafir: 1d20 + 6 ⇒ (4) + 6 = 10
    Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4

    The cacodaemons continue to attack, but only one manages to strike, biting Kafir!

    Party up!


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Roger and Roo keep boxing with their demon!

    Roger: 1d20 + 5 ⇒ (13) + 5 = 18

    1d2 + 8 ⇒ (1) + 8 = 9

    Roo: 1d20 + 6 ⇒ (8) + 6 = 14

    1d4 + 9 ⇒ (2) + 9 = 11


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Prescience: 1d20 ⇒ 8

    Akaash steps aside, and tosses another bomb at the daemon.
    Ranged Touch Attack: 1d20 + 9 ⇒ (1) + 9 = 102d6 + 13 ⇒ (5, 4) + 13 = 22

    Using the Prescience roll, hitting Touch AC 17.


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    Fort: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

    "Little bastard," Kafir mutters as the thing's teeth sink into his flesh.

    +1 khopesh power attack: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
    damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12


    Roger! strieks the daemon again, but it still fights!

    Akkash tosses another bomb and the daemon he targets falls to the ground, a burnt corpse!

    Kafir swings hard and brings down a second daemon, while Algonso looks on!

    Attack vs Roger!: 1d20 + 6 ⇒ (13) + 6 = 19
    Damage: 1d4 + 1 ⇒ (2) + 1 = 3 And a Fort Save vs disease.

    The remaining daemon tries to bite Roger!, but fails!

    Party up!


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    "That's not very nice!"

    Roger: 1d20 + 5 ⇒ (20) + 5 = 25

    Confirming: 1d20 + 5 ⇒ (2) + 5 = 7

    1d2 + 8 ⇒ (2) + 8 = 10

    Roo: 1d20 + 6 ⇒ (3) + 6 = 9

    1d4 + 9 ⇒ (3) + 9 = 12


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    Kafir steps over to help against the last daemon.

    +1 khopesh power attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
    damage: 1d8 + 4 + 4 ⇒ (2) + 4 + 4 = 10


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Akaash waits patiently until the two warriors put the last daemon down. Delay


    With two well-aimed blows, the final daemon is destroyed!

    Out of Combat!

    Looking around the room, you find nothing more of interest other than the pile of jars in the floor. Looking closer, you see the outline of a trapdoor underneath, as if the jars were intended to fall on someone opening the door from below.


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Roger will move the jars out of the way of the trapdoor. "Should we open it?"


    Continuing to search the house, Roger! moves the jars, which Akaash identifies as burst jars, (12 total) and opens the trapdoor. Peering through the trapdoor, the party sees a lab below.

    Bright windows line the exterior of this large laboratory, illuminating row after row of shelves stocked with chemical reagents, minerals and metals, and creature parts. A low partition separates a small office in the eastern third of the lab, and two stone tables take up space in the western part of the room. It’s clear that multiple alchemists perform work here.

    Burst Jar:
    Burst jar
    Source Ultimate Equipment pg. 107
    Price 35 gp; Weight 1 lb.
    Category Alchemical Weapons
    Description
    This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Crafting this item is a DC 25 Craft (alchemy) check.
    Construction
    Craft (Alchemy) DC 25


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    Akaash studies the laboratory carefully, trying to understand what people were working on here.
    Craft (alchemy): 1d20 + 14 ⇒ (9) + 14 = 23


    Male Human (Garundi) Emissary of the First Law 7 | HP 48/51 THP: 2 | AC 24 T 12 FF 22 | CMD 22 | F+7 R+4 W+5 (+4 against divine) | SR 18 against divine | Init +2 | Perc +1 | SM +9 | Challenge: 1/3 | Godless Healing: 0/1 | Divine Denier: 1/1
    Shaytan:
    HP 45/45 | AC 22 T 14 FF 17 | CMD 26 | F+8 R+9 W+3 (+4 against enchantments) | Perc +5 | 50' speed

    "Find anything to indicate where he might have gone?" Kafir asks the alchemist.


    Stats:
  • 45/45 HP
  • AC: 14, FF: 10, T: 14
  • F: +3, R +5, W+4
  • Per: +0, SM: +6
  • Init +0
  • BP left: 09/20
  • Diseased
  • Taldane Bard (Arcane Healer) 7

    Alg will use his wand cast CLW on the halfling, and offer it to the cavalier.

    for sp-craft contestment: 1d20 + 19 ⇒ (14) + 19 = 33
    heal: 1d8 + 1 ⇒ (3) + 1 = 4 49/50 charges

    -Posted with Wayfinder


    Searching the laboratory, Akaash finds that it contains every material component a practicing alchemist needs to mix extracts of the third tier or lower, as well as two potions of lesser age resistance and 85 cp.

    The lab counts as a full alchemist’s lab, and provides the equivalent of four alchemy crafting kits. The lab also contains notes sufficient for an alchemist to learn some of Flinn's extracts.

    Extract Notes:
    3rd-gaseous form, haste, heroism
    2nd—barkskin, cat’s grace, cure moderate wounds, resist energy
    1st—cure light wounds, expeditious retreat, true strike


    Male Sylph Alchemist (Mindchemist) 6 Wizard 1 | HP 50/50 | AC:19 T:14 FF:16 CMD: 18 | F+7 (+4 vs poison) R+9 W+5 | Initiative +4 | Perception +10 |

    "Those alchemical potions are intended to delay the vicissitudes of age. A befitting work for one caring about his former companions."

    Akaash pockets the notes concerning the extracts, making a mental note to return them as soon as he's copied them.


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Roger thanks the weird longshank for the healing. "Do they actually make you younger?" He asks not knowing how these things work.


    Are you guys going to check out the last room upstairs, or look around downstairs?


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Last room upstairs


    Finishing the inspection of the second floor, the party opens the remaining door to reveal a guest bedroom. Searching, you find nothing of interest.

    Going back downstairs, the party checks the southwestern door, opening it to reveal a dining and gaming room. This room features a large oval dining table, a full-sized billiards table, and three comfortable, padded chairs. A rack of expensive billiards sticks is attached to the east wall.

    Moving north, you enter the kitchen. The aroma of cooked lamb hangs in the air, but otherwise the kitchen is unremarkable. A door in the east wall leads to a small patio with a fire pit, where food can also be prepared outside in warm weather. A short walkway to the north leads to what appears to be the servants’ quarters.


    Halfling! Mad Dog 5/Unarmed Fighter 2 HP: 66/66 AC: 24/20 FF: 14, Touch: 18 Init:+2 F:+11, R:+5, W:+3(+4 vs fear) Perception+12 Sense Motive+2(effects: Shield)

    Roger will try to find a quick snack, sharing it with his buddy. The pair hop along north to the servant's quarters.

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