Rise of the Runelords Group #1 - adopted by DM Dr Evil (Inactive)

Game Master DM DoctorEvil

Tunnels Under Sandpoint map


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Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

"I think there is more to learn in these tunnels, but the more we learn the more I think we should finish securing the upstairs to see if the missing inn keep is there."


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu hesitates, but only momentarily. "You're right. Let's do a quick sweep of the rest of the upstairs, then we can explore down here as long as we need to." Grim-faced, he turns to head back upstairs.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Agreed. Maybe we should let the sheriff know about this tunnel. It seems to go a looong ways. Also maybe check the upstairs and the remainder of this basement, then rest before entering the tunnel? seems like it may be a long trek in there..... And I am low on healing just now... Although with what we saw in the glass room, I am nervous about Ameiko..."


So tell me where you go...


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

It seems that there are at least two rooms we haven't explored. Lets go there first.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Definitely. Investigate the rooms upstairs first, looking for clues.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Loathe I am to leave this are before we search it. Not including said tunnel."
Zephir says as he nods at the tunnel.
" Let's clear this cellar, then head upstairs. As we are already here..."


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

"Fair enough," Tiberiu says with a sigh, wounds still smarting. "Let's take a look..."

He proceeds to search the far corners of the cellar, light held high, peering into every nook and cranny.

Perception: 1d20 - 1 ⇒ (19) - 1 = 18


It seems a split decision. Perhaps it helps if I hand wave the search upstairs...

Going back upstairs and searching throughout the Glassworks, the heroes find much evidence of the goblins marauding, including bashed in chairs, blood-stained walls, and butchered staff members. However, no sign of the missing Ameiko exists.

Heading back to the cellar, the heroes look carefully through all the area, but find nothing more of note. The hallway behind the knocked-in brick walls reveals another door, while two more are in the hallway that leads back to the cellar main room.

With three doors to choose from, which do you decide to open?


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Lets check this one."
Zephir states as he opens the door that is between Tiberiu and himself.
Tensing for more goblins he whips the door open and grabs his longspear with both hands.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu tenses, and tightens his grip on his scarf, as Zephir opens the door. He keeps his eyes trained warily on the room beyond.

Perception: 1d20 - 1 ⇒ (19) - 1 = 18

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn leans against a wall to cach his breath but straightens up once he sees the rest of his companions ready to open one of the doors.

Brining up his staff in a 'guard' position, he takes up the rear.


The door opens on a squeaky hinge revealing a storage room beyond. Shelves line the walls here where a motley collection of glassware, both fancy and ornamental, resides.

Window panes and other assorted finished glass products are stored here, but there is noting of interest to the explorers.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiubshrugs, relaxing slightly, and gestures down the line to Qorinae. "Go on," he murmurs, indicating that the elf should open the door in front of him.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

Zephir also nods to Qorinae, pointing the lit tip of his longspear at the door.
" No worries friend. We're right behind you."

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn nods towards his fellow elf.
"If you can't, I will."


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

"Just open the door."


Goaded by his mates, Qorinae pushes on the door, but unfortunately it is locked and his shove is rebuffed. Bending to the lock, the elven rogue has it open in a snap.

Opening the door the rest of the way, Qorinae sees another store room much like the first. Unlike the other room however, the still form of Ameiko lies bound on the floor here. She is tied about the arms and feet and lies on the stone floor unconscious, but stable. It appears she has several goblin-sized bite marks on her arms and torso.

Qorinae DD: 1d20 + 9 ⇒ (20) + 9 = 29


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu immediately dashes over to Ameiko. "Thank Desna's starry thighs we didn't tear off down that tunnel!" he exclaims, working rapidly and nervously to unbind her. "Lady Ameiko? Lady Ameiko!!"

As he unties her, he glances at her wounds, confused but hoping to figure out what sort of state she's in.

Heal: 1d20 - 1 ⇒ (6) - 1 = 5

"Thank goodness she's wholly, entirely unhurt!" he exclaims, sitting back in relief.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Ahh. The Lord of Storms smiles upon us. Glad I am that she is alive!" Zephir says.
" I have one spell left to heal her with, though it may not be enough to wake her depending on how bad she is hurt."
heal check: 1d20 + 6 ⇒ (17) + 6 = 23
CLW: 1d8 + 2 ⇒ (8) + 2 = 10


The wounds to the lady look serious, and she is unconscious but stable. Sending his divine healing magic into her, Zephir smiles as she begins to stir, moaning softly and then her eyes open and she sits bolt upright.

"Uhh, where...It's Tsuto! He's got the goblins working for him. He must be stopped!"

At just that moment, the remaining door in the hallway is jerked open and a half-elf man with a bow across his back, scurries out of the doorway. He turns and sees you dismay on his Tien features.

Initiatives:

Tsuto: 1d20 + 7 ⇒ (13) + 7 = 20
Zephir: 1d20 + 4 ⇒ (4) + 4 = 8
Tiberiu: 1d20 + 2 ⇒ (5) + 2 = 7
Adjinakou: 1d20 + 8 ⇒ (17) + 8 = 25
Slaynn: 1d20 + 4 ⇒ (14) + 4 = 18
Qorinae: 1d20 + 6 ⇒ (1) + 6 = 7


Glassworks Basement - Round 1

25 Adjinakou
20 Tsuto
18 Slaynn
8 Zephir
7 Tiberiu
7 Qorinae

Seeing the door open, and reacting quickly, Adjinakou has the intiative first!


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

The witch mutters a curse, weaken the traitorous half elf's defenses, and begins to cackle. (-2 AC, DC 15)


Tsuto Will vs DC 15: 1d20 + 5 ⇒ (18) + 5 = 23

The half-elf shakes off the spell-effects of Adjinakou's curse. Crying out, "You may have defeated my goblins, but you will never get me!" the half-elf steps backward to the door to the room with the tunnel. As he walks he draws his bow and his hand clambers back toward the quiver to draw an arrow.

Stopping at the door, he fires an arrow at the Mwangian shaman. The arrow strikes Adjinakou in the shoulder.

Tsuto arrow: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d6 + 1 ⇒ (5) + 1 = 6

Now down to the rest of the party to have a go at the half-elf attacker.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

The curse still hits the only thing that changes is the duration. "The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. " I also think Mage Armor is up?


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Well you sure got his attention Witch!"
Says Zephir as he steps past the Mwangian? and stabs with his longspear at the half-elf.
Attack : 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d8 + 2 ⇒ (7) + 2 = 9
Aww crap. Are we using critical fumbles?


No critical fumbles. And Adjinakou is right, that the curse does affect the half-elf but only for a round, and his mage armor is still in effect (I just failed to set up the effect on my tracking sheet). Since the mage armor is up, the fired arrow misses and Adjinakou doesn't take any damage.

Any of the rest of you going to attack Tsuto?


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Sorry, missed his original action!

Tiberiu springs forward with an angry cry, lashing out at the man who dared to hurt Ameiko.

Charging Attack: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d6 ⇒ 4


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Qorinae doesn't quite know what to make of the situation, until he sees the half-elf take a shot at his newfound ally. He draws an arrow and lets it fly.

attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn goes into a flying tackle!!! The floor looks pretty inviting though as his wild charge goes wild!

Provokes AOO.
CMD vs ??? 1d20 + 4 ⇒ (1) + 4 = 5 *faints*
...Slaynn...We need to talk about your recent combat prowess......


Glassworks Basement - Round 1 - concluded

Surprised by the appearance of Tsuto, Slaynn recovers quickly and charge the man trying to grapple him into submission. As he leaps into his tackle, the elf aims a straight-leg kick at him. The kick surprises Slaynn in turn, catching him full in the face and causing his flying tackle to come up short.

Zephir advances also stabbing over the top of Slaynn with his longspear, but he gets the long weapon all tangled up in his rush, and fails to make much of a threat with it.

Qorinae fires an arrow at the villainous half-elf, but even in the confined space, Tsuto dodges it easily.

Tiberiu, looking at the map, if Slaynn (who was first in initiative tried to grapple, there isn't a square for you to try melee combat. Want to post something else? I have Slaynn at 3/13 hp after that fiasco also.

Tsuto AoO unarmed strike: 1d20 + 5 ⇒ (12) + 5 = 17
Slaynn lethal dmg: 1d6 + 1 ⇒ (5) + 1 = 6

End of Round 1 except for Tiberiu's retcon action if any


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Instead, Tiberiu will run (full round action).

Seeing his way blocked, the Varisian sprints out and around the tunnel, coming up behind Tsuto to flank with Slaynn just as Qorinae's arrow sails away.


Hate to be a prick about this stuff, but...you can only Run as a full round action in a straight line. Otherwise the most you can move is double your tactical base speed, which medium encumbered is 40'. That puts you another full round away from the end of the hall. You can choose that route or to stay put, but it likely won't affect combat, so I am moving on the next round.

Glassworks Basement - Round 2

25 Adjinakou
20 Tsuto
18 Slaynn
8 Zephir
7 Tiberiu
7 Qorinae

Adjinakou is up for the heroes, before the action from Tsuto. Then the rest of the group.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

D'oh. Not being a prick at all...I'm skimming rules and missing details (in this case the straight line thing). My bad. Tiberiu will move as far as possible on that route. He has no spells to help his friends, and only 5' reach. Corridors are not his friend. :(


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Adjinakou cackles to continue his previous curse and curses the half-elf's aim. Evil Eye: -2 to attack rolls. DC 15


Glassworks Basement - round 2 - continued

More mad cackling from the witch doctor and the evil eye is thrown once again at Tsuto, but again the monk manages to deflect most of the magical effect of the hex.

Trying to shake off the magical effects of the witch hexes, Tsuto swings a roundhouse elbow at Slaynn. The mighty blow just misses Slaynn, the air grazing his face instead of the elbow slamming into it. As a move action, the half-elf monk opens the door next to him.

Tsuto DC 15 Will: 1d20 + 5 ⇒ (16) + 5 = 21
Tsuto unarmed, stunning fist, curse: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12

Tsuto at -2 to AC (due to cackle) and -2 to on attacks for this round. Rest of the party is up against the


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Hnnt!"
Zephir grunts with the effort of retracting and thrusting his spear again.
attack: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d8 + 2 ⇒ (3) + 2 = 5
" Hit him!"
He yells in frustration s he misses ? the half elf.


Yes, it's a miss, sorry.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 1 ⇒ (2) + 1 = 3

"Gods let something go right," Qorinae mutters angrily as he draws another arrow and lets it fly.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu continues his dash around the room, getting as close to Tsuto as he can.

Double move!

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Bruised and battered, Slaynn Charges and swings his staff!!! Staggering up somehow and putting all his strength into that one single blow!!!

Swing with Quarterstaff. Charge -1AC 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 201d6 + 4 ⇒ (5) + 4 = 9


Glassworks Basement - Round 2 - concluded

Slaynn, you can't charge since you adjacent to the villian Tsuto, I will take your roll without the charge bonus, and you'll not take the penalty to AC either.

Having taken a face-full of fist, Slaynn retaliates with a blow that strikes the half-elf in the chest causing a grunt and whoosh of air from the target.

Zephir's spear thrust from the second rank misses hitting anything.

Tiberiu continues rushing through the darkened basement. He leaps over the rubble from the knocked in wall, and rounds the corner with line of sight on the rear of the combat from about 15' away.

Qorinae fires an arrow at Tsuto, but the half-elf reaches out and bats the arrow away as if it were no more than a pesky fly.

Qorinae, given your position and the crowded hallway, I don't think you have room to shoot really anyway, and if you did it would be with serious cover penatly. Either way, even if the shot got through the bad-guy has Deflect Arrows feat, but your next round shot needs a little better LOS.

End of Round 2


Glassworks Basement - Round 3

25 Adjinakou
20 Tsuto (9hp dmg, -2 to attacks)
8 Zephir
7 Tiberiu
7 Qorinae

Adjinakou is up, then the enemy, then the rest of the group. Get ready to post away.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

The small witch continues to cackle to prolong his curses.

He also shoots a dart at the wicked elf.

Blow Gun: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Damage: 1d2 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

I'm next to him? lol That's bad....

Slaynn if he's still up, else he dreams of orc pies.... strikes out once more with his weathered quarterstaff forgoing skill for a brutal jab.
Attack with Quarterstaff 1d20 + 4 ⇒ (5) + 4 = 91d6 + 4 ⇒ (1) + 4 = 5


Glassworks Basement - Round 3 - continued

Adjinkou stops cackling long enough to blow a dart at the half-elf enemy, but the shot, in the crowded hall, fails to connect.

He's got cover (+4 to AC) from a ranged attack due to the presence of your allies in the direct LOS, sorry.

Tsuto lashes out at Slaynn with a crescent kick, slamming the big barbarian in the solar plexus. The kick knocks the air and the consciousness from the big lug, sending him to the floor in a heap. Tsuto then 5-steps through the door, and closes it as a move-action, creating a barrier between him and the heroes.

Tsuto unarmed: 1d20 + 5 ⇒ (15) + 5 = 20
Slaynn Dmg: 1d6 + 1 ⇒ (5) + 1 = 6

Slaynn is unconscious and needs stabilization check, the rest are up.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

Sliding up to Slaynn, Zephir lays his ungloved hand on his neck.
A faint pulse of magic and he is stabilized.
Sacred touch trait, stabilize with standard action touch.
Eyeing the door...
" Mayhap we should leave that closed for now. I have seen members of my order slap arrows away like that. They are usually very hard to hurt, mundanely or magically....."


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Qorinae says words in elvish that should not exist in any language when Tsuto knocks his arrow away, and then repeats them in a slightly different order when he sees Slaynn drop. Despite the sick feeling in his stomach, he draws his sword and rushes up to stand in front of the door.

"Please don't open yet," he whispers to the door, not quite realizing he's speaking his thoughts aloud.

Move to stash bow, second move to stand by the door, draw sword as part of move.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu, puffing, finally manages to catch up just as Tsuto is out of reach. For a dancer, I really should be in better shape, he thinks grimly as he leans on his knees and puffs. Aloud, he says, "Capable though he may be, I doubt he's gonna come charging back at us. He's on the run now. Can we get Slaynn up? We could give chase then..." His voice turns grim. "And one of us should make sure he hasn't hurt Lady Ameiko."


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" Alas, I can prevent him from shuffling off this mortal coil, but need rest and ritual before I can bring him back to his feet..."
Pulling out makeshift bandages, Zephir will attempt to aid his comrade.
Treat deadly wounds, restores 1 hp per level of victim, if successful. DC20. Uses 2 uses of healers kit ( don't have) -2 per missing kit/usage.
treat deadly wounds: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
WOOT! Slaynn gains 2 hp! though I don't know where that puts him...I think at -1 still. bummer, can only do that once per injury set...
I really need to get a healers kit, cant always rely on magic!

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