Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
Present Battle Map


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HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

"While I agree Marcus, I do believe that Utrish's prophecy is related to the dark forces that twisted those horses into, well, whatever they were.

The missing children are no doubt just another victim of this evil. Too many coincidences here for them not to be connected.

Perhaps we should focus on asking which way this group of adventurer's and children went when they left town. We need to have some sort of starting point".


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

"Aye. Adventurin' groups usually don't jus' bugger off. Somethin' likely killed 'em. Mayhaps we can track 'em down an' finished what they started. Hell, let's get started. I'll be back soon."

With that he walked off, to talk to the townsfolk about the missing adventurers.

Diplomacy to gather information: 1d20 + 7 ⇒ (17) + 7 = 24


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

"I think we should seek the advice of the town's leaders. Rescuing... or recovering... the missing children should be our priority. It would be beneficial to have the blessing of the town's leadership in doing so. There is still time left in the day, so if we make haste, we may be able to speak with the leaders and search the mine or elsewhere before the day's over."


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds
Bolkvar Stonebeam wrote:
"Aye. Adventurin' groups usually don't jus' bugger off. Somethin' likely killed 'em. Mayhaps we can track 'em down an' finished what they started. Hell, let's get started. I'll be back soon."

"I have your back, Bolkvar."

The cleric silently follows and protects his fellow dwarf.


Gay Male Inhuman
Bolkvar Stonebeam wrote:

"Aye. Adventurin' groups usually don't jus' bugger off. Somethin' likely killed 'em. Mayhaps we can track 'em down an' finished what they started. Hell, let's get started. I'll be back soon."

With that he walked off, to talk to the townsfolk about the missing adventurers.

[dice=Diplomacy to gather information]1d20+7

It isn't hard for Bolkvar to piece together the adventuring band. It seems they thought exceedingly highly of their abilities and acted like the sorts who heard far too many bards' songs. All dyed their hair silver, which usually came out more white. They claimed elf blood too, but if there was any then it was so far back that no one remembered any elf kin of theirs.

They are or were:

Corum Mosstoes, a small man who fancied himself part halfling as well as part elf, is known for his skill with knives. Corum has a reputation about Auvandell as the first person to look for if something small and valuable went missing, which he protested loudly despite being obviously guilty many times over in his youth. Now most think he's either gotten too good or turned to preying on caravans. It's that or the band found some treasure that satisfied him, but never told anyone.

Geth Turntone fancies himself quite the bard and most loves the loud declamations that the group are infamous for. Most people in Auvandell find him insufferable and consider his "help" more trouble than its worth. He used to spend most of his summers lazing about and playing for the caravans when they came through, which always left him just enough coin to avoid doing much come winter. He always talked about leaving Auvandell for good -he claims he has family in Silverymoon- but somehow never got so far.

Caliandra Stormhold is something else. She knows her way around an axe better than most men and spent time in the mines before working as a caravan guard. She's a solid, dependable woman and her steady hand does much to keep Auvandell from completely ostracizing her companions. Most think she does it because she favors Geth.

Urth Windrivver is a priest of Lurue Silverymoon, come up from Everlund about five winters back. Most in Auvandell mistrust him deeply, but also don't care to offend the Queen of Beasts and so just stay away from him. The town's firm consensus is that his influence, and perhaps more than influence, turned Geth and Corum from lads that might straighten out eventually into the loud nuisances they've become. He leads the band in devotions beyond the walls that seem to involve much nude dancing, some done with backs to the ground. Everyone knows that sometimes they do things with animals under his tutelage too, but no one admits to seeing it.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

"Krekket might be able to give us some information. He's a shrewd merchant, if cruel and miserly, and some of his representatives have sometimes traveled as far as Waterdeep. I seem to recall my brother meeting with one of them at some point. Perhaps I could get a meeting and we could learn more of the area. We'll either need sufficient coin or something else of value to offer him. He never gives his wares for free."


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Aldon smiles at Ariyana, "Let us go then, who wishes to come with us.

We should tell them we are here on Church business but not what specific business I think. After all if our nameless enemies have found a way to enter into the good graces of the town leaders we would put our underlying mission at risk.

Perhaps instead we should tell them we are here to look in on the caretaker of the shrine and as of their whereabouts then offer to find the missing children since we are here after all.

Agreed?"


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Marcus agreed with Aldondrick's plan of action, but added "We should all go I think, and not let our guard down until the situation is fully resolved one way or another."

Do we know where to find him? If so let's go.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari nods at Aldon. Perhaps she had misjudged the man. There was something... odd... about him. Perhaps that had contributed to her initial impression of him.

"Indeed, let's head that way. I agree with Aldon that we should avoid specific details, if at all possible. And if, somehow, they oppose our efforts to find the missing children that will be all but a confession of their complicity in the evils being perpetrated here."


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Aldon shakes his head at Ariyana's statement, "Indeed. If that is the case then we had best tread lightly until we can expose them. Despite the warnings of the local "witch" the townsfolk will need solid proof not vague suspicions to turn on their own whether we are right or not".

Thereafter, Aldon remains silent for the rest of the trip to see the town leaders. His skin color and odd garb make him the least likely person among those assembled to be a successful face for the group. At least that is what he suspects.


Gay Male Inhuman

It wasn't hard to find the High Sheriff, because Jortheyn Serpentsbane came looking for them. He was near to middle age, a grizzled man who had seen many a hard battle and strode through Auvandell with a tremendous greataxe strapped to his back, its handle in easy reach over his shoulder. He wore a battered medallion of office stamped with Sundabar's sign about his neck.

"Well met," he said without preamble. "Just in and already you're all I hear about."


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Thurvek eyes the battleaxe on Sheriff Serpentbane's back.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Craft (weapons): 1d20 + 10 ⇒ (8) + 10 = 18


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari considers responding, but then remembers she has a tendency to get tongue-tied. If the man had already heard of them, she doesn't want his first in-person impression of them to be Ari fumbling over her words.

Instead, Ari just smiles and glances over at the paladins in the group, silently trying to signal them to kick off the group's side of the conversation.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Ranek smiles. "I suppose that a large group of foreigners coming into the city does attract eyes. Ranek Clifton, of Waterdeep." Having dealt with similar authorities before, Ranek extends a hand in introduction.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Marcus wondered what the Sheriff meant by that, was he just being gruff or was there more to it?

Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9

Not able to decide, Marcus decides to assume it's just him being wary of potentially dangerous newcomers. "Sheriff we've heard a lot of folks worrying about a lost trio of children, two boys and a girl. Supposedly they vanished during the snow storm. Then to make things worse some group calling themselves the Silver somethings went after them who are now also missing. We were wondering if we could help find them, somebody's gotta do something right? Problem is knowing where to look, a lot of country out there..."


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

"Aye, an' before ye start askin' why. We be a band o' priests an' paladins. Torm, Tyr, Clanggedin, Dugamaren, Ilmater, iffin' yer so inclined."

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23


Gay Male Inhuman
Thurvek Noclan wrote:

Thurvek eyes the battleaxe on Sheriff Serpentbane's back.

[dice=Perception]1d20 + 9
[dice=Craft (weapons)]1d20 + 10

Thurvek's eyes spot the forge mark upon the handle. It's Abdarran, solid work from the Dwarfkingdom. Like as not, it bore some kind of enchantment from master smiths pouring some of their souls into it while Clangeddin smiled down.


Gay Male Inhuman

The High Sheriff clasped Ranek's hand. Hard. Bolkvar's invocation of the gods softened his gaze, but only a touch.

"Well met. And that's how it is," he said. "Not a body here but's on edge. Tenday can't end near soon enough. If you're here to help, you're welcome."


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Sheriff, are there places where the children often like to play? Places where they're not supposed to go, but often do ayways?

diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29


Gay Male Inhuman
Hakon "Tormveir" Hakonson wrote:

Sheriff, are there places where the children often like to play? Places where they're not supposed to go, but often do ayways?

[dice=diplomacy]1d20+12

"Might be the old mines. That or there's Goblin's Tower. Long walk for children that age on their own, though."


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari perks up when the sheriff mentions places where the children might be found. But she can't help but ask a pair of questions.

"Is there a reason you haven't searched those places yourself? And why is it called Goblin's Tower?"


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Ariyana's question was a good one, but Marcus wondered how he'd take it. One had to be careful how you spoke to law enforcement.

"I'm sure there was a good reason Ariyana. Anyway Sheriff if you can show us on a map where these places are, or give us good directions we'll check em out and if the gods are kind we'll find the missing ones."
Diplomacy to try and keep him on side: 1d20 + 9 ⇒ (13) + 9 = 22


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Aye. I'm sure it's nothing, but we would like to help if we can.

diplomacy aid another: 1d20 + 12 ⇒ (10) + 12 = 22


Gay Male Inhuman

Serpentbane's eyes went hard at Ariyana's question, but they soon softened again.

"It was the storm; no sense losing more lives to it. Then those young fools got involved."

The Sheriff had no maps to share, but he gave good directions.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Knowledge Geography: 1d20 + 11 ⇒ (20) + 11 = 31

Once everyone had said their thanks to the sheriff, Bolkvar said "I have long dreamt me Clan Home. I've poured over every map I could find on the area. I think I know where to go based on his directions."


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

Impressive.

Hakon thanks the sheriff and follows everyone out.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Thurvek nods to Sheriff Serpentbane's weapon, then to the sheriff in thanks.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

"Thank you for your time, Sheriff. We greatly appreciate it."

Knowledge (local) for why it's called Goblin's Tower: 1d20 + 11 ⇒ (20) + 11 = 31


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari just nods at the sheriff's reply. Perhaps she had been a bit short with the man, but these were missing children they were talking about. Every effort needed to be made to recover them alive and whole.

She leaves to follow Bolkvar and the others.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

"Indeed thank you Sheriff." said Marcus on the way out. He then asked Bolkvar, "Clearly our superiors were wise indeed when they choose you for this mission sir! How long do you think it will take us to hike to the places the sheriff spoke of? I'm just thinking we should let the innkeeper know if we're likely to be sleeping elsewhere tonight." Common courtesy and all that...


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Aldon also remained silent, the Sheriff's type was not one who would care to be interested in those who carried no weapons but a short sword and hailed from the South. Plenty of his allies had a better demeanor to deal with this one.

After the group takes its leave of the Sheriff Aldon speaks once more. "Best to search the farthest point first and then when we come back in this direction search the closer location".


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

I hate to say it, but they're right. Findin' those kids does take precedence over some dead saint's bones. Still, I think they may be underestimating these places.

"I'm sure there's a reason, but I'd still like to hear it. First rule of savin' someone from the cold's not becoming a victim yourself - I want to help, but I need to know what to be preparin' for."


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

"Agreed. We would be of little service to anyone if we fall before we make it to the children. Even worse, we could choose the wrong location. Have we asked everything we need? Are there any questions we're not asking? Should we ask their parents to see which they'd most likely go to? Or one of the other children here? Perhaps they would know something."


Gay Male Inhuman
Ranek Clifton wrote:

"Thank you for your time, Sheriff. We greatly appreciate it."

[dice=Knowledge (local) for why it's called Goblin's Tower]1d20+11

Ranek knows that names like this tend to attach to ruins. Most likely the place was used by goblins at some point, but no longer. If it were, the speaker would probably have made that clear. Such names tend not to survive the discovery of a more dramatic or dangerous occupant. One wouldn't keep calling it Goblin's Tower if a dragon abided there more recently, or even had every done so to the speaker's knowledge.

But it was also true that many didn't distinguish closely between goblins, hobgoblins, kobolds, and the like. People in the North wouldn't conflate those with orcs, but any other hostile humanoid with few strange powers might fall under the name goblin.


Gay Male Inhuman
Marcus of Torm wrote:
"Indeed thank you Sheriff." said Marcus on the way out. He then asked Bolkvar, "Clearly our superiors were wise indeed when they choose you for this mission sir! How long do you think it will take us to hike to the places the sheriff spoke of? I'm just thinking we should let the innkeeper know if we're likely to be sleeping elsewhere tonight." Common courtesy and all that...

"The old mine's about fifteen minutes at a good walk. Probably more on twenty with the snow. The tower might take an hour."


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Marcus told the others, "I'll just nip over to the inn and warn the innkeeper we're headed out and while we hope to be back tonight we could be delayed." He goes and does that and afterwards was ready to begin the search.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

"While I could use a period of rest there is too much daylight left for that. I am ready and will make due regardless of what we encounter. With such a short walk to these locations though we may not find them within. If they were lost in a snowstorm they could have taken a way off of the path and gotten lost. Assuming that is, that no foul play is involved in the disappearances".


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari inspects her bow while she waits for the others to be ready. She's a bit impatient since children are involved, but she also knows it's prudent to not go alone.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

"I could use a rest, as well, but I still have some tricks left. Enough we should be able to explore these two sites, at any rate."


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

"The day's still young, so may as well move on. Why it had to be mines, though... I'll have helmet-hair for a fortnight."


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

"Missing children", Thurvek plainly states.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Hurrying back from letting the innkeeper know they might not be back tonight, Marcus said the others, "Right that's done, hopefully we wont be charged if we don't make it back to the inn tonight. Anyway lets go! Aldondrick suggested trying the furthest place first which I concur with. According to Bolkvar that's the tower so lets try that first."

Assuming we agree, Marcus will start walking!
Survival to not get lost on the way: 1d20 + 7 ⇒ (10) + 7 = 17


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Survival - Aid Another 1d20 + 6 ⇒ (2) + 6 = 8


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Ari follows along, doing what she can to aid in staying on track.

Survival (Aid another): 1d20 + 10 ⇒ (16) + 10 = 26


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Bolkvar walks along, using his knowledge of geography to ensure that the party stays on track. Using that 31 knowledge geography roll


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

surviva aid another: 1d20 + 2 ⇒ (11) + 2 = 13

Hakon does what he can to help Bolkvar and the others keep them on the right path. I'm afraid I'm not much good out in the wilds. I usually trust my fellows for this sort of thing.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Thurvek guards the party's flank as they walk, shield and battleaxe at the ready.


Gay Male Inhuman
Thurvek Noclan wrote:
Thurvek guards the party's flank as they walk, shield and battleaxe at the ready.

The company set out from Auvandell, passing where they thought they would need to turn to reach the Old Mine by a large boulder half-covered in snow. They came to the tumbled ruins of a square tower, likewise bedecked with snow. From the distance, it looked more like a stand of rocks than anything made by a thinking mind. Closer in, they could see the outline better, complete with narrow arrow slits widened by fallen stone over time. The tower looked to contain two stories, with perhaps the remains of a third above. Time or something quicker had broken off the tower there, leaving it with an irregular crown.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

”The Goblin’s Tower, methinks,” Ranek says, drawing out a wand.

Wand of shield at the ready.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Aldon summons mystic armor for himself, not bothering to conceal the use of his power, his allies see a prismatic skin wrap itself around Aldon until the glow fades leaving a faint outline of armor around him.

He then pauses for a moment and closes his eyes focusing. Take 10 on Concentration to achieve Psionic Focus.

"I am ready".

Aldon current AC = 18

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