A storm over Tethyr (Inactive)

Game Master JohnLocke


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Male Moon Elf Magus (Bladebound, Kensai) 3

Apologies! I always forgef about the diagonal rule since my tabletop group doesn't use it. I'll try to remember from here on out.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Steel Soul feat. additional +2 racial bonus vs spells, etc.

Belgrin groans just a bit as his weapons get a bit heavier, but he grits his teeth and braces for his swing, aiming to disembowel the filthy creature.

attack: 1d20 + 6 ⇒ (2) + 6 = 8

She seems to twist out of the way, however...

"Tha's right, wretch! Dance like yer life hangs on it, cause it does!!

Those saving throws...man, dice, come on. Oh, and I've been completely forgetting I have the saving shield feat for an immediate action to give an adjacent ally +2 AC vs. one attack. I'd like to start using that from now on, whenever an adjacent ally is attacked, once per round.


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri sidesteps before repeating the phrase that has been so useful up until now Elissim Cigam and the glowing bolts of energy flies from her fingertips and fly apart, to hit the two hags. The first missile fizzles inefectually against the wounded hag, but the second flies home.

5-ft Move to H9.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
vs. Spell Resistance - Hag A: 1d20 + 4 ⇒ (7) + 4 = 11

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
vs. Spell Resistance - Hag B: 1d20 + 4 ⇒ (16) + 4 = 20


New page, so reminder of initiative order:

Tranche #1: Soren, Landon
Tranche #2: Hag(s)
Tranche #3: Amestri, Belgrin
Tranche #4: Matthias, Janiries, Hezar

And link to battle map.

Actions for Tranche #3:

Belgrin swings mightily, but misses the canny Hag!

Amestri directs a magical missile at each Hag; Hag A is unaffected, whilst Hag B yelps in pain as the bolt slashes into her side!

Tranche #4 is up next - Matthias, Janiries, and Hezar!


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Matthias circled the combatants, chanting a repetetive prayer to Helm as he went.

Move and activating Deflection Aura, round 1: "Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense." I believe it's a standard action to activate it.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Acro1d20 + 8 ⇒ (18) + 8 = 26 Emboldended by the aura of protection around him, Hezar leaps over a clumsy swing by the Hag I assume that is a high enough acro roll and into a flanking position

He swings his ax at it's hamstring 1d20 + 4 - 2 + 2 ⇒ (16) + 4 - 2 + 2 = 20 for 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3


Female Sun Elf Rogue 4

"Why won't you die!"

Annoyed at how easily the Hag dodged her last blow, Janiries flashes her rapier around, looking for a weak spot before striking. As she attacks, she draws her serpentine dagger as well.

Move Action: Draw Serpentine Dagger
Standard Action: Attack Hag A with Aeketha
Attack Roll: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage Roll: 1d6 + 1 + 2d6 ⇒ (6) + 1 + (6, 2) = 15

Confirmation Roll for Critical Hit: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Meh, it should be 1d6+2+2d6, not 1d6+1+2d6. But I don't think the extra point of damage would make a huge difference!


Matthias calls upon his God and brings an aura of protection around his friends - +2 deflection bonus to AC for the next 3 rounds.

Hezar shakes off his wounds and leaps into position to flank the Hag, as well as blocking one of it's escape routes:
1d20 + 4 - 2 + 2 ⇒ (16) + 4 - 2 + 2 = 20 for 1d6 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Hezar's blow connects, but only glancingly!

Hag A shrieks and curses, before turning on Janiries, hoping for an easier target. In a fluid motion, Janiries' rapier pierces the Hags' mouth and exits the back of it's head. The light goes out in it's eyes, and Janiries pulls her blade back out before kicking the monstrosity to the floor, dead.

Round five is over, Round six is up next! Tranche #1 - that's Soren and Landon - you're up!

If you folks ever want to change my descriptive text - like Janiries' killing blow on the Hag shown above - just describe what you envision happening instead. Even if you do it retroactively, that's fine. I know my descriptive style can be less than evocative at times.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Landon moves up to the other hag (F3) and swings his blade downwards...
attack: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22damage: 1d10 + 4 - 1 ⇒ (8) + 4 - 1 = 11


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Well struck Janiries! Enjoy your last moments of life Demon!

Hezar nat 1'd his knowledge roll so I figure he thinks they are demons...or elephants


Male Moon Elf Magus (Bladebound, Kensai) 3

Soren's grip on Aelovar weakens with his wounds, his grip slipping from the blood and vitality loss. Closing his eyes for the briefest of moments, he channels some of his focus into the ancestral blade, causing it to glow even brighter, and thrusts at the hag in retribution for daring to strike him, attempting to deliver his still-crackling spell into her punctured breast.

Spending 1 arcane point to increase enhancement bonus by 1 for 1 minute. Attacking with Piranha Strike and flanking, modified by the Strength penalty.

Attack: 1d20 + 7 + 2 - 1 ⇒ (16) + 7 + 2 - 1 = 24
Damage: 1d8 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Shocking Grasp: 3d6 ⇒ (6, 4, 1) = 11


Actions for Tranche #1:

Landon slashes at the remaining Hag with his bastard sword:
1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22damage: 1d10 + 4 - 1 ⇒ (8) + 4 - 1 = 11
His blow strikes true, slashing deep into the foul abominations flesh!

Soren's blade pierces deep into the Hag, causing it to shriek in a horrible, unearthly manner as the shocking grasp spell triggers. The smell of burnt flesh and hair fills the room.
Attack: 1d20 + 7 + 2 - 1 ⇒ (16) + 7 + 2 - 1 = 24
Damage: 1d8 + 5 - 1 ⇒ (5) + 5 - 1 = 9
Shocking Grasp: 3d6 ⇒ (6, 4, 1) = 11

Tranche #2 - the remaining Hag - up next!


Actions for Tranche #2:

Seeing little hope for escape, the Hag snarls and froths, before unleashing both her claws at the elven warrior who hurt her the worst - Soren!

By my reckoning, Soren should have an AC of 22, based on his shield spell and Matthias' defensive aura. Please correct me if I'm mistaken.

Claw #1:1d20 + 13 ⇒ (5) + 13 = 18
Damage:1d4 + 4 ⇒ (2) + 4 = 6
Claw #2:1d20 + 13 ⇒ (2) + 13 = 15
Damage:1d4 + 4 ⇒ (1) + 4 = 5

The Hag screams in rage and fear as both her attacks glance harmlessly off of Soren's defensive shield, and directed away from him by Helm's grace.

Tranche #3 - Amestri and Belgrin - are up next!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

ooo now you miss! :P Hezar had gone the whole campaign without a single point of damage this far! I think in the future hezar needs to get a returning handax.


We're going to need to make sure Hezar can handle himself if the battle gets up close and personal going forward - a light, finessable melee weapon that takes advantage of his high dex maybe? .... at least now he'll be sporting some battle damage. Belina can nurse him back to frisky, vigourous health! :-)


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

yea, it is a little out of his pay grade right now, but maybe a better idea is getting the agile enchantment on a hand ax. then he can add his dex to it's damage. maybe eventually spend a feat on weapon finesse, if need be, he is a +4 to hit melee now, w a magic weapon +5, that isnt too bad, but somebody had to go and STR drain his butt :)


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I'm pretty sure it's only temporary - Hezar will be back to normal strength in no time, and Belina won't have to open the pickle jar for him any longer! :-D


Male Moon Elf Magus (Bladebound, Kensai) 3

Yup, it'd be 22. And thanks, Matthias, for the extra padding!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

With a corpse at his feet, and a straggler out of reach, Belgrin hustles to help surround the surviving monster.

double move to D-2. Will endure AOO. Activate saving shield once as immediate action for +2 AC for an ally if the hag targets anyone adjacent to me on her turn. That would protect Hezar or Soren from the first attack.


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Elissim Cigam Amestri chants again, sending both missiles at the remaining hag. She cries out in frustration as both missiles fizzle into nothingness against the hag's skin.

Magic Missile: 2d4 + 2 ⇒ (1, 3) + 2 = 6
vs. Spell Resistance - Hag B: 1d20 + 4 ⇒ (5) + 4 = 9


Actions for Tranche #3:

Belgrin hustles into place to help surround the Hag, who takes advantage of his distraction to try and sink her claws into him:

Claw attack:1d20 + 13 ⇒ (3) + 13 = 16
Claw damage:1d4 + 4 ⇒ (3) + 4 = 7

Belgrin turns her blow away with his shield, and the Hag shrieks and curses in fury!

Amestri tries her magic missile again, but the Hag's unnatural aura seems to cause the bolts to fizzle and die in midair.

Tranche #4: Matthias, Janiries, Hezar - up next!


Female Sun Elf Rogue 4

"Thank you Hezar!"

Leaping onto the bed, Janiries swiftly advances against the other Hag, thrusting with her rapier.

Move Action: Move to F2 via H3, G2, F2
Acrobatics Check to jump onto the bed: 1d20 + 10 ⇒ (20) + 10 = 30
Standard Action: Attack Hag B with Aeketha
Attack Roll: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage Roll: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (3, 3) = 10

Confirmation Roll for Critical Hit: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"How did you get in here? Why are you here?" Matthias shouted as he leapt onto the bed and down to flank the last hag.

He swung his mace in an arc, aiming to disable the creature by breaking her arm!


attack: 1d20 + 5 ⇒ (20) + 5 = 25 +2 flank
damage: 1d8 + 3 ⇒ (5) + 3 = 8
confirm: 1d20 + 5 ⇒ (7) + 5 = 12 +2 flank
crit damage: 1d8 + 3 ⇒ (8) + 3 = 11
Dang! So close...
Anyway, I suggest we try not to kill it, so Landon can question it as to what the heck is going on.
EDIT: Ninjaed! Matthias will go the long way around, then. I guess it's going to be too late to question the hag, though...


Actions for Tranche #4:

Janiries springs onto the bed and is over it in a flash; her magical rapier lances out and transfixes the Hag through the chest, killing it instantaneously. The Hag's body flops forward, lifeless, black ichor the consistency of molasses pooling in the wound and slowly spreading on the floor.

Battle over! Thats 3200 xp for the group, or 457 each. Excellent work!

Your groups jubillation at their victory is quickly tempered by the realization that your former friend and ally, Ariael, and his woman Hannah hang dead just a few feet away, their throats cut and left to bleed out.


Marius pokes his head into the room, looking about warily. The serving girl said there was trouble ... I came as fast as I... Seeing the dead Hags, and the bodies hanging in the bathroom, Marius does a double take as his mind tries to comprehend what is in front of him. That's ... wow, that's one of the most horrific things I've ever seen in my life...

The guard sergeant, Evaline quickly follows, surveying the room quickly. By the nine Hells! What happened in here?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Keep this one alive!

Heal to stabilize 1d20 + 6 ⇒ (16) + 6 = 22

Ms. Atezedeh and I found evidence that the girl Hannah had been poking around in my room. Since she had shown hatred towards Belina from the get go I thought she would be good to question. Both her and Lafali who hates...hated me as well. Sir Crane and I arrived to find the door locked, when it was opened there was an image of Lafali on the bed we came in and were attacked by these Demons.

Hezar goes to the bathroom, and retrives his knife and looks carefully at the bodies for any evidence. Perception 1d20 + 8 ⇒ (13) + 8 = 21


Unfortunately, the Hag is beyond help - Janiries' artful blow went right through the beasts' black heart, and death was instantaneous.

Hezar determines that the two in the bathroom have been dead for perhaps 12 hours - both show signs of attack with the Hags claws. Both have then had their throats slit to facilitate bleeding them quickly and efficiently. Much of the blood has been collected in two buckets, then dumped into the bathtub, which was drained of water and then stoppered to contain the blood.

A quick search shows that Ariael and Hannah's clothes and equipment are strewn about the floor, but not ripped or damaged - they likely removed the garments themselves, in haste, prior to making love in the bed. The bed itself is covered in blood - this is also where they were attacked.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

how long ago do I think the jewlery was planted?

Might I have a little healing Sir Matthias?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar then carefully and systematically searches the room and bathroom, looking, without much hope, of something to clear Belina, and to figure out what in the world is going on.

Were they in league? Seems unlikely, why them then? Is there anything here to clear Belina?

Then he asks Evaline. Is there anyone here that can speak with the spirits of the dead? Matthias can you? There are many questions to be answered here.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin wipes his axe on the already stained bedsheets. "Dunno if they're demons, lad, but ugly as they are, we just did the world a service puttin' them down. They bleed easy enough, so at least they don't seem undead, eh?"


The jewellery, if it was planted, would have to have been more than 12 hours ago.

Evaline studies the scene carefully. Thank you for eliminating this threat to the ladys' household - none of us knew that such darkness existed under this roof! I do not know that this exonerates your friend, though the fact that the two you suspected as the guilty party now lay dead is .... interesting, to say the least.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

SM 1d20 + 8 ⇒ (16) + 8 = 24

Are you suggesting that I had something to do with this?


That is NOT what I am saying, my lord. Evaline seems to get her back up at the accusation. I'm just saying that it's odd - the very people you identified as possible suspects, killed by Hags before you could question them. I would be satisfied with the explaination that the Hags were responsible for everything - but it is the lady that must be convinced, not me.

Honest answer!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar closes his eyes and breathes deeply.

I apologize. I am under a great deal of stress, and...no matter. I apologize.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"I'm afraid Helm has not granted me the ability to speak with the deceased, only to glean the truth from the living," Matthias said as he bowed his head, giving a silent prayer to Helm to heal his companions. "It is vexing that we cannot be sure what these creatures were doing here in the first place. Where there are some monsters, there might be more. Janiries, Evaline, are you certain that the Lady is well-protected right now?"

Channel: 2d6 ⇒ (6, 2) = 8


@ Hezar:
Evaline pulls you aside for a few moments. My lord, I would just as soon release your girl back to you, for I sense no darkness in her soul, and the thought of raising a hand against one so lovely breaks my heart. I will tell the lady what has happened here; perhaps it will convince her, even though there is no direct evidence to support your girls' innocence.

Evaline clears her throat. If this doesn't sway the lady, and you cannot find evidence exonorating her, you MUST try and convince your woman to admit her guilt. If she admits it to the Lady, and begs forgiveness, then she faces only 50 strokes with a leather strap, and will be asked to leave the estate within two days, never to return. My lord, the alternative is MUCH worse, I promise you!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

dm:
Amestri and Mathias spoke with some other servants. Please learn what they found. I have evidence of Hannah being in our room, uninvited, and the theft took place when they were still alive. They have been deceased about 12 hours she could have been the plant. As to the rest...i will wait and see what happens first. If she is a true noble she will see truth.


A young guard runs into the room, puffing and red-faced at his exertions. Sergeant! That old crone in the lock-up - Lenya - she's gone and the guard on watch lies near death, clawed and almost as cold as the grave! The young man looks around the room, eyes going wide at the dead Hags and the bodies hanging from the bathroom ceiling. Black hells, what has transpired here?


@ Hezar:
Evaline bristles a little at your words. Lady Stendarr is a true lady, sir, please do not forget that. I have promised to look into this and I will; I have also given you a way that your girl can be returned to your arms with only a mild chastisement. Consider my words! She stalks away to hear the new guards' report.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

We must find her! Evaline. We need healing from a cleric that can restore our Strength. Then I will track this fiend down myself.

if we can be healed Hezar strings his magic bow, if not he strings his old longbow

She will have answers.


Female Sun Elf Rogue 4

Seeing the appalling scene in the bathroom, Janiries lets out a string of curses in elven, before calming down a little. She moves over to Ariael and sighs, before speaking in Elven.

"Corellon, guide his soul to Arvandor and to his deserved rest."

Janiries then cuts down both bodies, laying them respectfully down on the ground before responding to Matthias.

"I was with the Lady Stendarr and her Seneschal before coming here, but they're on their own now.."

Hearing what the young guard says, however, quickly focuses her attention.

"You!" Pointing to the young guard "Stand watch here and look after these bodies. Evaline, find Lady Stendarr and protect her. The rest of us, we need to get to the lock up and find this other lady. Now!"


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar follows the rest, he grabs another guard.

Meet us with a cleric that can heal us, and if there is not one meet me with a Light crossbow and bolts.

---------

Once at the cell Hezar motions for everyone to wait.

Let me see what I can find. There may be blood drops we can follow, torn cloth. Something.

Hezar looks around for any obvious clues 1d20 + 8 ⇒ (7) + 8 = 15 then looks for any way to follow the hag survival 1d20 + 8 ⇒ (11) + 8 = 19

Realistically everyone looking around will take a few minutes. By then hopefully the guard has returned with either the crossbow or cleric.


Evaline bows and runs off at Janiries' command. Yes, my lady! You! she gestures to another guard. guard the prisoner, stay in the room with her!

Nature knowledge:1d20 + 8 ⇒ (11) + 8 = 19

Marius runs down to the cell alongside you. Beware, my friends! If these are indeed green hags, they can assume to form of virtually anyone, even disappearing from sight. And if it wants to flee - it can pass without leaving any trace.


Male Moon Elf Magus (Bladebound, Kensai) 3

After listening to the druid's advice about hags, Soren adds some of his own and addresses the group: "We would all do well to borrow a sack of flour from the kitchens. Anything hidden won't stay so for long with a handful of that swirling in the air."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Can't be tracked?! Hezar pounds his fist into the door.

Belina! I will meet you at the lady's room. Soren please come with me. I must make sure she is safe.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin pops his neck to the side and stretches a bit, noticing his gear just a tiny bit heavier. "Hope they didn't bring a whole flock of these wretches. Not really in the mood for playin' who's who with all the people in the estate. But by beard and belly the next one to brandish a claw at me's getting cut into pieces without number."


Male Moon Elf Magus (Bladebound, Kensai) 3

"Gladly, but we should have these wounds tended ere we set off. We're of no use to her half-dead."

Soren flicks the blood off his blade but keeps it drawn.

"And Hezar..." he continues, his voice taking on a softer, gentler tone, "There's really no easy way to say this, but you might not be able to trust her. She could be one of those creatures hiding under a glamer. Any of us could. I'm not making any accusations, but a wise man would be wary of everyone until this is sorted out. Even me."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Perhaps another burst of healing Matthias?

Soren if you are one of them then the attacks you leveled on them are part of a grand conspiracy indeed. If Belina is one of them, then she can have me, and my ax. I am sure she is not one of them.

While they talk, Hezar quickly resharpens his ax and his dagger 2rds to do so


The young man comes back with the crossbow and bolts as Hezar requested - apparently the "priest" who keeps the chapel to Siamorphe is a lay person and not a spellcaster.

Ability score damage is, by RAW, healed at 1 point per day unless a lesser restoration is cast. Matthias and Marius can both cast it, but I don't think either has it memorized.

I'm assuming Hezar is going upstairs to check on his beloved. Who is going with him? What is everyone else doing?


Female Sun Elf Rogue 4

Janiries will be heading to the lock-up to see how the old crone broke out.

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