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Night of the Werewolf
Game Master Kinetic_cards



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3,651 to 3,665 of 3,665 << first < prev | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | next > last >>

19/27 HP Per +11

Elspeth, entombed in Urgathoa's image, reaches in to take the hour hand.

Carefully she moves away from the others, worried the same deadly radiation that affected the last hand may also taint this one.


NPC

Your former ally is fading rapidly. He scuttles into the room you are in, and looks at you with glazed-over eyes.

His mind is almost gone. He doesn't have much time left.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:71/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn draws some arrows on his bow and points in the direction of Hergelund.

"We are not out of the woods yet. Somebody take out that vampire and his coffin before Short Stack becomes one of them."


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I move to up end the coffin... Smashing it.


Human Inquisitor 9 (HP 45/64 AC 24 [16t 21f] Saves F+10 R+9 W+13 -- Left: 5/6xLv1, 5/5xLv2, 2/3xLvl3, 6/9r bane, 2/3 Judgments (1/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Blackacre puts a hand out to stop the brute.

Sandru, wait! We may need the coffin to destroy the vampire. We can permanently kill it if it reforms in its coffin and we either expose it to direct sunlight, or stake it, cut off the head, and anoint the body with holy water.

...any ideas as to how to make that happen? Can we move the ice block into the coffin?


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Too complicated, destroy the coffin... His lordship, no where to go.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:71/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Quinn responds, "I don't care what you guys do, just do it quick before I have to send my arrows towards Hergelund."


Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 34/63, F: +7/R: +10*/W: +7

"If you break this coffin, it will take some time for the vampire to die...too long for Hergelund. However, I believe the body will still reform if the top is opened. Sandru, would you do that? Earl Caromarc, can you release the ice prison from around the vampire?"

In the meantime, Ianez produces a bottle of water marked with Pharasma's spiral. "It is to be hoped that the blessing by Her priests in Absalom will still be effective."


NPC

Hergelund-soon-to-be-vampire-spawn creeps over to Quinn and reaches out to him with long black claws...tempted... His eyes glow red.

"Blood..." he murmurs with feverish excitement.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:71/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

"Fight it you stubborn dwarf. FIGHT IIITTTTTT" The monk screams at Hergelund hoping that he remembers his friend.


Human Inquisitor 9 (HP 45/64 AC 24 [16t 21f] Saves F+10 R+9 W+13 -- Left: 5/6xLv1, 5/5xLv2, 2/3xLvl3, 6/9r bane, 2/3 Judgments (1/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

Let's do this! Who has a stake?

Do we think we can assume that the typical adventurer's tent comes with such? My "advanced interrogation kit" comes with iron spikes, but watching The Lost Boys and reading Dracula leads me to believe that iron spikes will not be helpful.


Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 34/63, F: +7/R: +10*/W: +7

Still holding the bottle of holy water, Ianez casts detect magic and looks for odd magical effects on the coffin.

Spellcraft check: 1d20 + 10 ⇒ (2) + 10 = 12


DM

@Blackacre - Sure. Whatever wooden stake your party can improvise is fine.

@Ianez:
(re: detect magic) - There's a strong magical aura around the coffin.

(re: Spellcraft) - It seems to you like it would be more obvious, but the tension of saving Hergelund is maddening. You rack your brains but can't come up with what what it might be.


Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 34/63, F: +7/R: +10*/W: +7

The scholar rubs his forehead absently. "There's strong magic on the coffin, but I cannot tell anything about it. Earl Caromarc?"


Female Aasimar Urban Druid 9 (HP 42/61)

La Siréene looks between the coffin and Hergelund, and makes her decision. She takes a step closer to Hergelund, D10, observing him carefully, discreetly drawing upon her Dazing Touch power.

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