Nearly gods... (Inactive)

Game Master BloodWolven

Nearly Gods-monastery

Upper and lower

Rough Map

Gnoll Tower


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male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

know religion, round one's free action knowledge check: 1d20 + 17 ⇒ (6) + 17 = 23religion's my highest, next I'll go arcana Alton scoots back roughly five feet to get out of the creature's reach before firing off a ray of searing hot energy 1d20 + 6 ⇒ (12) + 6 = 18 4d6 + 4 ⇒ (3, 5, 4, 6) + 4 = 22 to distract him as he gets up going to charge him once he catches his breath.
"Rekhit, hit Arasmes once with the wand now!" heal this much con: 1d4 ⇒ 3

Silver Crusade

Nearly Gods Upper and lower

The creature bites at Alton as he stands up, but the force of his protections keeps the teeth from doing damage. Though with the simple contact he takes some acid damage.

With Alton's scorching ray the creature burns and lays still as the blood boils off and the body breaks apart slowly as it burns. With the prescence of another spell the runes and lines on the floor glow red once more but nothing happens yet. The glow stays and does not dissipate.

attack rolls:

bite attack: 1d20 + 9 ⇒ (4) + 9 = 13 if hit then grab
damage: 1d10 + 6 ⇒ (9) + 6 = 15
if touch acid damage: 1d6 ⇒ 2
grab: 1d20 + 9 ⇒ (15) + 9 = 24


K Religion:
You believe the creature was undead. Likely a form of zombie demon, thus the generic name given is Nalgreth. They need dead flesh to create a body to posess.
They can come in all sorts of shapes and sizes, the body's blood becomes acidic as well as any other fluids apart of the body, they have to consume flesh to stay in the material realm. Some have grown to gargantuan sizes and mutate every time their size category grows. Positive energy is their weakness but if near magic for a certain amount of time they can become resistant to magic and different elements.

End of combat


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"whew, got any spells left after that? Also, what do you make of these magic lines?

Silver Crusade

Nearly Gods Upper and lower

There are still many barbed feet stuck in each of you where the little bloodsuckers landed.

Heal check DC 20 plus a tweezer and a scalpel to dig out the feet to any take 1d4 points of damage each bug, otherwise 1d6+4 to rip them out of you.

Perception DC 20:
The blood and chunks of the blood suckers seem to be slowly being pulled to the center of the room.

Alton is covered in his own blood and some chunks of the beasties.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

I took a five foot step back first otherwise I would have provoked 3 times (ranged attack, casting a spell, getting up) or are you not able to do that while prone? "Rekhit, continue to use the wand until he is restored then give the wand back to me," he streaches "that fight was more chalanging than expected, took a bit out of us, eh?" The imp grumbles something in infernal "look we're in enemy teratory I don't have time to ask so I order, get to work, and you can have a saucer of saki when this is over" Con healed: 1d4 ⇒ 3 your con is now 8
Grumpiness of his familiar felt with, Alton looks down at himself and frowns at the grime covering his regal figure, he decides to remove the pieces of puesudo insect first, his gloves actuate and hundreds of tiny blades slink from the gloves making surgical precise cuts in his skin 1d20 + 16 ⇒ (1) + 16 = 171d20 + 16 ⇒ (19) + 16 = 351d20 + 16 ⇒ (4) + 16 = 20 1 failed roll: 1d6 + 4 - 5 ⇒ (1) + 4 - 5 = 0 0 means one non lethal, the D4s are neutralized not seeming to flinch as his skin knits back together closing up at the removal of the barbs he then takes out a rag and removes a large portion of the grime from his body
Satisfied he has made himself as presentable as he can afford to take the time of he then sheathes his sword and examines the magic circle perception: 1d20 + 9 ⇒ (14) + 9 = 23 spellcraft: 1d20 + 11 ⇒ (1) + 11 = 12


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

had only one bug in my, the first zap from the wand took care of the 2 con i lost.
Taking out his Traveler's Any-Tool, he flips it around to extend a small blade from one articulated arm and a small pair of tweezer-like grips from another, and goes to pull the remains out of his shoulder.

heal: 1d20 + 10 + 1d6 ⇒ (10) + 10 + (5) = 25
1d4 ⇒ 1

Putting that away, he pulls out a small vial and drinks it.
CLW: 1d8 + 5 ⇒ (2) + 5 = 7

perception: 1d20 + 10 + 1d6 ⇒ (1) + 10 + (5) = 16

Takes 1 dmg, heals 7, misses the perception.

Silver Crusade

Nearly Gods Upper and lower

You cannot crawl a five foot step. Well I guess you could but it takes at least a movement action do so and still would provoke an AoO.

Alton either you take the damage from just yanking them out and apply your DR to that, or you cut them out like you did and take the lesser damage. Though it shouldn't matter if you wait with your fast healing.

Spellcraft DC 10:
You assume that with the magical glow some kind of magic is at play here, it could be a trap.

Alton:
You can see where the blood and chunks are starting to collect, where the previous remnants had collected, in the center of the room.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

trap? I'm a rogue perception: 1d20 + 11 ⇒ (20) + 11 = 31 and a 5 ft step is it's own action that never provoked (unless you have some kinda ability that prevents them, they can't be taken in any round, I went and looked up both prone and the 5ft step action and nothing I've found suggests that hey can't interact, but it's possible I'm missing something, unless something Alton sees when he checks for traps persuades him otherwise he tells his companion about what he noticed with the blood moving, and keeps studying the scircle for another 6 seconds spellcraft DC 15 to ID the school or schools of magic: 1d20 + 11 ⇒ (12) + 11 = 23

Silver Crusade

Nearly Gods Upper and lower

You can see where the spell has a proximity trigger and uses the excess spells energy to activate the summons. Yes you could attempt to disarm it or recover some of its components. The spell involved is conjuration.

I just have always said it doesn't work, if prone how do you move five feet without provoking? I still don't see how it logically would work. I am willing to keep talking about it and think about the options.

Silver Crusade

Nearly Gods Upper and lower

About a half minute goes by still nothing happening. Then the red runes and lines explode with arcane magic leaving behind the bits and blood in the center of the room starting to take form of another creature. Many bat like wings cover its body. The wings make it look bigger than it really is for it is still small, about the size of two of the bloodsuckers put together.

What do you do as it is forming, a round of actions if you choose.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

so I have 5 rounds to disarm it? I am a rouge and can disarm magical traps with disable device 1d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (1) + 10 = 111d20 + 10 ⇒ (12) + 10 = 221d20 + 10 ⇒ (14) + 10 = 241d20 + 10 ⇒ (16) + 10 = 26 if incapable of disarming the trap in time alton flanks it with his imp 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 171d4 ⇒ 1 fort save DC 13 or loose 1d2 ⇒ 1 dex 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 281d8 + 1d6 + 4 ⇒ (2) + (4) + 4 = 10


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

if the katana hits then crit confirm 1d20 + 9 ⇒ (7) + 9 = 16

Silver Crusade

Nearly Gods Upper and lower

Alton you disarm it and the light in the runes and lines dissipate before forming the body.

Now the question is where do you want to go?


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

loot! in all seriousness I think we should get the party back together"have you any ideas where our comrades are"


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"nice work on that weird blood magic trap. Our comrades... the little one is stoking the flames of the forge, and Azulth was hopping around on the broken rafters when last I saw him, hopefully he hasn't fallen to his death."

Silver Crusade

Nearly Gods Upper and lower

To give you your next options:
Inspect the rooms some more,
go down either of the staircases, there are two,
go back to the chapel to find Azulth,
go outside and bring the horses and Jellisa in,
go see what Baris is up to,
return to the expedition and tell them all is clear,
or something else.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"Phooie, I do so hope that the little one does not cause then to explode" in the words of an amusing webcomic puting one piece into a D20 game, "if you haven't already thought of it you can't use it" he muses"but our comrad might be hurt, our first responsibility is to him let's go to where you last saw him and try to work out where he is from there"


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Yeah, let's check on him, then inspect the rooms of this level. Then head downstairs. Maybe before heading downstairs, get the others to set up shop on this level to guard our backs and get to their work?"

Silver Crusade

Nearly Gods Upper and lower

Arasmes and Alton make there way back to the chapel ready for a chance of a pugwampi barrage. None comes though, now standing in the center of the chapel what do you do?

Azulth:
The pugwampis come, they jump up to get your attention not touching you. It chatters in its language and tries to mime a few things but with their limited intelligence it does not make sense. Then they give up motioning for you to follow.

If you follow them they take you to the edge of the upstairs, point bows down at your two friends, shaking their heads and pointing bows at them. Waiting for your approval or not.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth watches the miming and shakes his head. "I DON'T UNDERSTAND YOUR WEIRD LITTLE FREAK SPEECH!" When they start motioning him to follow, he throws himself out of the throne and joins them. At the stairs, he shakes his head. "No, those are out friends. They're cool." He peers over the side and waves.

"HEY RAZZY! AND OTHER GUY! UP HERE! CHECK IT OUT, THEY MADE ME THEIR KING!!!"


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"king rat... there are worse things to be. Just keep the misfortunate buggers away from me."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"Still can't remember my name, it's Alton, not that hard to remember" he mutters


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"SHOULD I COME DOWN THERE???"

Silver Crusade

Nearly Gods Upper and lower

The misfortune aura is affecting you all at this moment.

Please continue as you are, I have nothing much to add, yet.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Sure... but maybe send those things to scout below... I dont want their aura around me."


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"WELL I COULD HAVE THEM STAY UP HERE, I'D COME DOWN THERE. ACTUALLY--yeahI'mgettingthere--I CAN'T TELL THEM ANYTHING REALLY, I DON'T SPEAK WHATEVER IT IS THEY'RE SPEAKING, BUT I GUESS I'M THEIR KING SO MAYBE THEY'D DO IT ANYWAY? I'M NOT SURE HOW IT WORKS." You see Azulth shrug and scratch his head.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Just throw one down there and point? I dunno."


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"HUH, OKAY, THAT WORKS I GUESS." With that, Azulth attempts to push the nearest of the pugwampis off the rafters to the ground below.

Not sure what roll that'd be, closest I can guess would be a trip, maybe a bull rush? The idea is just to knock its feet out from under it so it falls.

Trip Attempt (Scimitar): 1d20 + 11 ⇒ (6) + 11 = 17 13 if bull rush
Trip Attempt (Scimitar): 1d20 + 11 ⇒ (18) + 11 = 29 25 if bull rush
So 17, probably against their flat-footed CMD unless they're expecting this.
Also, I'm fully aware that's probably not what Arasmes meant, but Azulth's a weird, rash kinda guy.

As the little gremlin creature falls through the air and crashes to the ground, Azulth looks pointedly at the others and jabs his scimitar at it. "Uh, follow?"


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"If they're like the others they speak gnole and undercommon, the latter of those I also speak"


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Oh, well then. Maybe Azulth should bark orders and Alton can be his royal interpereter."

Silver Crusade

Nearly Gods Upper and lower

With the easy trip of two of the pugwampis and pointing at the floor the rest of them head down as well. Once down and Alton interprets to explore for the group the little gremlins head off in different directions soon they are bringing back items for the group.

Three pouches they bring you...

Inside the first pouch:

Twenty long wirily sticks, a box of a dozen tinder twigs, five pint glasses, a jug of wine, and a small cask of ale.

Inside the second pouch:

A half wheel of cheese, a salted ham, two loaves of bread, a knife, seven thunderstones, two alchemist's fire, two sunrods, two smoke sticks and a note saying, 'Go back back to the safe room and take a day to rest and enjoy the light show. With the room being Hallowed all should be fine.'


Inside the third pouch:

Five foot long card board tubes which smell of burning powder each are 2 inches in diameter, three boxes with fuses that come out at one of the corners each has an arrow on the side and instructions that say, 'arrow aimed at the ceiling then light the fuse', and a 10 foot long hemp rope with extra small cardboard tubes tied to the side of it back and forth with a fuse that comes out on either end of the rope.

Baris the halfling follows the last group with the package, "Umm I thought we were killing these vermin what's different?"


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"They seem to have elected our comrad to be their leader, we are reassessing what to do at this juncture" he says goin through the pouches, taking the alchemists fire and one it the thunder stones.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"We should probably kill them before returning, I believe that was a condition of the success of our mission."


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Yeah, they're kinda creeping me out, too." Azulth slashes his scimitar through the air a couple times. "Plus I'm pretty sure I told that hot girl that we'd deal with them. Who was she, again?"


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"Well that seems a consensus, all for the killing of the pests, bar one abstention" he says pointing at himself briefly "but perhaps we should get them together make sure we have everything valuable removed from here"


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"yeah, and trap them in fire."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"Do any of us other than myself have any fire magics? " he looks to his comrades each in turn.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Given time, I could make some fire flasks. That's about it."

Silver Crusade

Nearly Gods Upper and lower

After being ignored again the halfling leaves, unless attention is given.

The 'vampire' has seemed to dissappeared, Jellissa is with the horses waiting for the all clear sign or something, the expedition awaits your return to move into this location, this being the closest location likely habitable to use as an outpost until the town can be claimed.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

alton replied to the guy..?


Figment Narrator 20
Alton VenRysn wrote:
"They seem to have elected our comrad to be their leader, we are reassessing what to do at this juncture" he says goin through the pouches, taking the alchemists fire and one it the thunder stones.

this was directed at the guy we supposedly ignored

Silver Crusade

Nearly Gods Upper and lower

The halfling sticks around interested in what you are doing but gives you and the pugwampis plenty of room. He obviously does not like the filthy gremlins.

Besides that point referenced above, I cannot tell if you are including the halfling in your questions or statements, or directing them towards him.
Aka: asking him something, asking his input, telling him to do something, giving him an order. If you do not make it referenced I will assume you are just talking between the three of you. There has been no reason for me to assume he is part of your comrades or that you would describe him more than a random person.

Honestly I see Alton as seeing himself above everyone let alone a random halfling. Not for sure about the other two yet.

The pugwampis all collect in the chapel watching and waiting, they all have weapons but most are stowed in belts or lay on the ground nearby. The last ones come down and no more show up for several minutes. There is just over 17 of them.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

"There is the Magmin but it is uncontrollable." The halfling offers when Alton asks about fire and looking at the other two humans.


HP 34/38 Sirocco-born
Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*
Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

"Magmin?" Arasmes asks of Baris.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

"Yes, you know the creature of fire that came out earlier, it is in the forge right now." Baris says slightly confused why Arasmes is asking, it would make more sense if Azulth the one he does not know had asked.


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

"Magmin? Sounds like magma. Wonder who names those things, they could stand to be a little more original." Azulth comments offhandedly. He swings his scimitar a couple times and looks to the others. "Well, now what? We wanna get that fire thing over here, or just slaughter these guys? Maybe try and just force them out, they're kinda harmless, even if they're ugly and annoying."


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

I think that first we should wring every bit of valuables we can from them, see if they have any gold or magic items, a group this size it's at least possible tha they have some


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

"These vermin?! Really, well why don't you tell them to do that then? They seem to have followed your orders so far." The halfling says with a bit of skepticism.


male Grey Elf Oracle (bones, black blooded, duel cursed) 5/arcanist 3/glory rouge 2 (mageslayer)

"right whatever we do we should get on with it, these creatures are driving me crazy, such foul smell, they must bathe less often than azuluth"


Male Human Inquisitor 9 | HP 26/71 | AC 25, touch 18, FF 19; CMD 24 | Fort +11, Ref +12, Will +15 | Initiative +13, Perception +21 (darkvision 60 ft., deathwatch)

Azulth gives Alton a look and raises a finger, then puts it down. "Yeah, you're right, they do smell. Should we just start slashing, then? Sounds like the fire thing isn't gonna work, and we can just find anything valuable later on. I can't really tell them anything complicated."

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