Molric

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On Beothall's next round, he will cast a Cure Minor Wounds on Ishirou and bandage the slash as best he can [Heal check = 16]

Please stay and watch the woman and try not to move very much. I will help the others.


Beo will continue to scan the water for signs of survivors. The one walking on the water and spellcasting seems to be okay, but there were others, and they may still need help. Wait! ...Were those dwarven curses??

[Perception = 14]! (woo!)


I vote for keeping with the current game, and have no complaints about the erratic postings....it's a refreshing drink of chaos. I like it!


Beothall will grunt a thanks out and try to use the rope to assist the waterlogged ones.

[Use Rope check = 14!]


I knew "Time Stop" was good for something! ;P


Reasons why I take too long on my turns:

1)Thinking I could use a zero level spell, (Mending), to create a rope from the tattered sails of the ship.....after all, aren't they the materials of a broken rope, just in a different form? Bah. It took me a week to talk myself out of that silliness.


Failing diplomacy, perhaps negotiation will prevail. Beothall will again entreat this woman into helping with their plight.

I will be able to heal your broken leg if you help me assist my companions...if it is not repaired properly, you will never walk on it again, and will not survive long here


Beothall will attempt more diplomacy. Human, if you will not help then you must allow me to assist them. (Diplomacy roll = 7)


Beothall will make his way to the boat and the strange red hair.

*Huff Huff Huff*


Beothall shakes his head at Ishirou, signally a negative to chase.

The others may need help.

Beothall will try to find out where the other survivors went...(12 spot) and see if they need help.


Beo will inspect the shackles binding Jask to see how they may be undone and will undo them if he can.


Beothall will attempt a Heal check to take care of the poison and bind the wound.

-Heal check (9)


When it comes Beo's turn:

**COMBAT**
Beothall(Round 2)

Actions:

-Free: Nod an approval to Ishirou.

-Standard: Pick up the one called "Jask".

-Move: Back 20' toward the original pile of all our stuff.

The creatures are now off of you.


**COMBAT**
Beothall(Round 1)

Actions:

-Standard: Beothall will cast Santuary (save DC Will 15) upon himself.

-Move: Directly to Jask's square/position.

Please remain calm. I am here to help


Beothall will nod to Ishirou and Aerys.

I will see to the dark one. Some weapons are over there. (pointing to our pile of gear)

Beothall will then rush the the figure about to be eaten and attempt to pick it up and carry it away from danger.


...oh yeah, CLW = 5


Beothall will stay with the rest of the group and politely ask if anyone requires further aid.

Once they return and we can all move it would be wise to seek fresh water and shelter as soon as we are able.


{my Heal roll was a total of 8}

I haven't treated human drowning before, and so I am at a loss as I do not wish to harm this one through ignorant aid. His fate is in Torag's hands now. (I will raise one fist onto the air, signalling the holy gesture of Torag, and place the other hand firmly upon the wounded's heart). I pray your will be done and breath be restored to the beautiful machine of your creation. {attempt cast spell = Cure Light Wounds}


It is good to be on the adventure with you all again!!


The other Dwarf rises as best he can and tries to assess if the ones closest to him are in need of medical attention. Stuff the Pilgrimmage, they may need help!