All's Well that Ends in a Well

Game Master Choon


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The Man. The Myth. The Mask!

You may be shocked to find that Zelkor's Ferry has no church or priest to speak of. The local grave yard is a little ways outside town near the water.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Any nearby towns with one though? Or are we too far out in the boonies?


The Man. The Myth. The Mask!

When back in town, and with their disguise, Vance and the Twins make a splash as a newly arrived merchant who wants to set up shop in the dungeon! Pye takes an immediate liking to them in spite of their smell (which Vance sells as the lingering odor of the sewage monster) and forges a well balanced trade deal between the two. Vance seems happy as a ravenous undead monster can be without eating someone.
Archibald takes his leave as soon as he is able and makes for the port, leaving a purchase authorization in your hands worth enough to make Pye's jaw actually hit the counter.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Once they are clear off the dungeon, Simon will lay the five humans to rest in the woods surrounding the entry, saying a few prayers and planting one nut on top of each grave.
"And so shall the cycle of life continue..."
***
Seeing Vance that happy causes Simon to smile broadly.
At least one good thing came from the dungeon of graves after all ...


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Back in the sunlight and with the bones of an undead anti paladin the Tempest witch ponders if they could construct a ritual of their own, perhaps a burning ship said with prayers sent out to sea? She will consult with Vuzi for guidance in this matter.

Would prefer to take 10 or 20 in this, but if not

Knowledge Religion + Guidance: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38

Heh... Got my wish


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

Kayla has little to offer in the transporting of bodies. she tries to keep her distance from them as best she can.

this was something she was not accustomed to. usually she left her victims lie where she left them.

back at "civilization" Kayla soon splits from the group. disappearing into the shadows of the back-ways and shadowy places of Zelkor's Ferry.

there she makes contact with her appointment....


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

When the group reaches Zelkor's ferry, Catarya turns to the rest of them.

"Tank you for bringing back tese remains. A proper burial is important to te rest for te spirit. I will arrange a burial here."

Catarya heads into town to see if she can hire some gravediggers.

I can prepare gentle repose, sanctify corpse, and consecrate, though none of these are permanent. Hallow would do the trick permanently but is a 4th level spell. I need to be 10th level to cast that.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi will help with what she can to bury the dead. She goes to the docks to wave Archibald off. Gud riddance. No mor patrons please. De are trouble, and could haf been mor trouble if we hand't found new friends."

Vuzi tells stories of hoards of zombies, a rat woman, gargoyles, a toilet monster, trolls, a selfish dwarf, an honorable dwarf, and the antipaladin on the way back to town.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira adds to Grelthe's retelling, talking about beds as bridges, doors turned to toothpicks, setting fire to the room full of acid goop (and Kayla trying to fish for some), illusory wells, and being almost crushed to death in a pit.

She mentions the cannibal that they met, and tells of the altar of gambling. She mentions all the people turned to stone within the maze and that she intends to go back and save them when she has the means to do so.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Under Sanctify Corpse is states "Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.” I don't have permanency... But perhaps the Necromancer Ulman Dark can? He may have other solutions as well. Catarya could cast the sanctify corpse and he could do the permanent part?


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Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

Catarya: I think Simon already buried the humans outside the dungeon in the woods, so we don't need to arrange burials in town, just to figure out what to do with Saracek.

Zadira: I forgot about the altar of gambling! Ah, good times.

Nikki: It is definitely worth checking with Ulman Dark, that's a great idea.

Grelthe normally helps with shopping in town, but it seems Vance has that under control, so she will probably go with whoever is visiting the necromancer.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Cain nods in agreement with Vizi, ”hopefully this whole experience will be a sobering one for him


The Man. The Myth. The Mask!

Mr. Dark greets you in his usual, rather dramatic manner. His door creeks open seemingly on his own as he says from the shadows of his home, May I help you?

Nikki- You might be able to do such a thing, but you need more information about the original crusade and how Saracek was turned before you can create a ritual that you can be certain of.

Kayla:
Zelkor's ferry is serially lacking is suitablely dark and shady places as far as your standards go, but you go anyway. You are met by a most unlikely suspect, the Ferryman!


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

Dunno who is going to Dalkk, but it sounds like minimum is Grelthe and I?

Miss Tempest will take the lead. She will look up at the party members with her, and will hold up both hands to whoever is holding the bulk of Saracek's bodies "Please, wait here a moment with that thing until we are sure Mister Dark is ok with this."

The rat thing will scamper inside. She will follow the usual pleasantries and share that they she finally got a foot into her place of birth, but clearly it was a short one. Nikki will not waste time. As soon as the conversation turns towards what brought them here Nikki will speak openly, "We have the body of the undead former paladin named Saracek, this is the same one that you harmed the catfolk Simon that you cured a short while back. I didn't want to bring him into your home without permission. I don't know if it's approriate to call him dead since he is already undead, but they beat on him until his body collapsed."

Nikki will give a little shrug at trying to define the redead undead. Nikki will gesture towards Grelthe and Catayra regardless of what side of the door they're on. "The group you introduced me to was assisted by another. I don't know if you met them, but they seem to be the holy type. They were concerned about leaving Saracek's body around in his lair. I suggested that you may know what to do with it more than any other in town. Any thoughts?"


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards
GM Choon wrote:

Nikki- You might be able to do such a thing, but you need more information about the original crusade and how Saracek was turned before you can create a ritual that you can be certain of.

I'm guessing a Knowledge History check alone isn't enough, but just in case?

Knowledge History + Vuzi Guidance?: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17

Perhaps with some Aid Another from friends?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Knowledge History: 1d20 + 4 ⇒ (12) + 4 = 16 (assist)
Knowledge Religion: 1d20 + 6 ⇒ (10) + 6 = 16 (regarding undead)


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

knowledge history assist: 1d20 + 3 ⇒ (14) + 3 = 17
I assume Grelthe is stuck outside with the bones for now.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Know History Aid, Guidance: 1d20 + 1 + 7 ⇒ (6) + 1 + 7 = 14

Vuzi does her best to help remember what she might know of the crusade.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

To Sum up, this puts us at a conjoined 23 Knowledge History (if anyone else assists a 25!), an assisted 40 Knowledge religion, the resources of a Paladin, a Warpriest who's god specialiezes in putting down the undead, an Oracle, and on the footsteps of the local Necromancer to put this bonehead down for good


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.
Nikki Tempest wrote:
"The group you introduced me to was assisted by another. I don't know if you met them, but they seem to be the holy type. They were concerned about leaving Saracek's body around in his lair. I suggested that you may know what to do with it more than any other in town. Any thoughts?"

"I am from tat group. And tis being must not be allowed to rise again."


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Simon and Emily will accompany Vance and will say Archibald goodbye.
Despite the first (as well as second and third) impression, he has developed a liking for the overly naive nobleman and waves him off as he sets sails.
***
As Vance and Pye discuss trade stuff, Simon tries to follow and learn from their way of talking and subtle influencing, despite understanding nothing of it.
He is determined to learn at least some of the ways of the tongue, having had enough situations as of late, that would have benefit greatly from a trained talker - which they certainly lack.
@Choon: A matter of timing ... is Pye already back with Group#1's latest solds and purchases or did he not even set off yet?


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

After helping with any making-sure-the-undead-don't-come-back ritual that is necessary, Zadira goes shopping. She's looking for a magic longbow and a belt to offset her physical weakness, but if there are other interesting items around, she'll take a look.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

@Shopping: As a rule of thumb, everything +1 (weapon/armour) can be crafted by the locals. Everything more expensive than that and you will have to ask Pye to go on a shopping sail, importing your stuff from somewhere else.
It was hinted, that this will change with time, so maybe our latest adventure was such an expanse, but maybe not.


The Man. The Myth. The Mask!

Mr. Dark seems genuinely surprised for the first time since you meet him. He ushers you in and closes the door. You truly have the bones of Saracek! This is a feat you have accomplished. Please, tell me everything, spare no detail!
You relate the story in detail, then Mr. Dark grills even more detail from you. You describe every stone of the place and every ounce of blood spilled before he is satisfied.
This is grave news. It appears that the Priesthood of Orcus that was driven here so long ago was less than defeated after all.
Dozens of years ago a small group of priests of Orcus went to ground in the underground caverns that became Rappan Athuk and a full blown Army of Good chased them into that hole. None ever came back. We, I, had hoped they annihilated each other at the very least. I had heard of a guardian of Rappan Athuk named Saracek, but I hoped it wasn't THE Saracek, general of that army of light.


The Man. The Myth. The Mask!

It takes a long time to plan it a ritual that might hallow the ground sufficiently to negate any spontaneous necromancy from Saracek. It's elaborate and requires several of you to assist. Two chill moons later you're set up with a fresh grave dug on top of a hill outside town. The area is littered with instance pots, holy shrines to just about every good god in the pantheon and a large magical circle carved into the ground.
Mr. Dark begins the ritual by lighting the incense in the shrine to Pharasma.
Know:religion to assist Mr. Dark, please
1d20 ⇒ 20


The Man. The Myth. The Mask!

Meanwhile, while some of you get your religion on, Pyr leaves on another trip and returns with your orders.

He also returns with news! Word of your exploits has spread and you have gained the attention of several organizations who trade in lost artifacts (of the not-evil kind, generally), namely the Pathfinders. If you come up with another haul like Saracek's you may succeed in jump-starting trade in the region!


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Whoooh!
Once Simon is bored to near-death by the gibberish of the traders, he will soon meet up with the other group members and is eager to help with laying Saracek to good rest.
He is certainly no help with the aspects that require dedicated knowledge, but is more than ready to help with the more physical requirements of the ritual.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Knowledge Religion: 1d20 + 6 ⇒ (20) + 6 = 26 (added my bonus for undead since it applies in this case)

Regarding shopping... okay. I added my items to my equipment list. Will think about others if I have time before we leave town.


Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

knowledge religion: 1d20 + 6 ⇒ (19) + 6 = 25


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

”when everyone is done with what they need to do in town, I would like to take a trip to the swamp to see a wizard who might be able to help me enchant Skeets

The tiny green rock flies around in excitement ”I shall be a great warrior! Like the rest of you!

Cain looks blankly at him ”.... something like that


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Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

sorry but been working lots and lots... making lots and lots of money to pay my lots and lots of bills

GM:

Kayla approaches the ferryman. Nice evening, very peaceful. You offer a river cruise? she asks slipping in any signs as to her true intentions to seek a master she had heard about.


The Man. The Myth. The Mask!

kayla:
The ferryman nods. For those who can afford it. Subtle clues tell you he's not talking about money, but about identification.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

gm:

Kayla fumbles a bit as though looking for a money purse but she soon shows her markings on her arm to show that she is (or was) a shadowhand assassin.

she never really earned her red mantis assassin tattoo, but if there is some marking they would give their initiates, she would probably show that.


Current AC-22|T-17|FF-17|CMD-14|Mage Armor 6 Hours|
Offense:
Range +10 Melee +3 | Hex Save 19 | Flight 5/6
Defense:
AC:18|T17|FF13|CMD14 | HP 42/42 FHP 21/21 | Saves (F|R|W): 5|8|8 +2 Underground Traps/Hazards

K-Religion+Guidance: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28


The Man. The Myth. The Mask!

Kayla:
The ferryman nods and stalks off back toward the ferry. He untied it and launches with practiced ease.


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Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8

I don't think we've seen Skeets yet!
Grelthe looks confused for a moment as she looks around to see where the voice is coming from. When she notices the tiny rock, she does a double take and then guffaws heartily.
"Apologies for my mirth, tiny creature. I am sure you are a formidable warrior at heart, but you must know that is not what can be first expected by your appearance." She grins at it, hoping to erase any sting from her laughter, then turns to Cain "You keep intriguingly unexpected companions, sir."


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Marco looks amused at this and the stone flies into Grelthe’s face ”Your apology is accepted green one! As soon as I have a method of attack, I shall fearlessly fights along side you! I shall strike with the force of a rat! Or some other animal! I don’t know!


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi gives Skeets a big smile, and then lets her scorpion familiar come off her arm to play. "You will be an amazing warrior, sir Skeets."

She does help with the ritual.

Know Religion: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8


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Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Skeets rides atop the scorpion "my mighty steed!


Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30'
Resources:
Smite 0/1 : Fervor 4/7 : Blessings 6/6 : Spells divine favor x2, hide from undead, liberating command, remove fear, burst of radiance x2, lesser restoration, defending bone
Conditions: none. Current buffs: defending bone (30), divine favor.

Knowledge (religion) to Aid Mr. Dark: 1d20 + 8 ⇒ (7) + 8 = 15

"A rock riding a scorpion. Well... why not? Certainly that might mofe faster than a scorpion riding a rock."


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

"Oh yeah, Skeets is a mighty warrior indeed-meow!
Just have a look at the tiny crossbow and helmet he is wearing!
The work of our friend Dalkk, his farewell present for Cain-Marco-Cain and his mighty-little friend-purrurr!"

Can't roll unskilled knowledge checks due to drawback, so no 20 from me.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7
GM Choon wrote:
** spoiler omitted **

gm:

Kayla jumps aboard as the ferry starts to pull away. she stays pretty quiet but stays alert for danger. there is always the possibility of betrayal.


The Man. The Myth. The Mask!

kayla:
Once out of earshot he speaks, quietly.
Greetings Initiate. I was wondering how long it would take for you to get to me.


The Man. The Myth. The Mask!

The ritual goes off a hitch. Almost. Vuzi nearly drops a bowl of herbs during one part, but it doesn't impact the results very much.
Magic flows around the circle and everything feels just Right for a moment before the spell settles into the earth.
That should hold him. Well done, everyone. says Mr. Dark.


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

GM:

Kayla is silent at the comment, feeling like she does not need to justify anything to him. but after a moment or two, unexpected delays, some undead thing was holding me up.

Kayla tries to put up a front of "coolness" but she has a hard time hiding her excitement at times.

instinctively, she pulls out a pastry and munches on it.

was not sure what to expect here, but I do not want to hold up the game. but also enjoy the attention


The Man. The Myth. The Mask!

kayla:
The ferryman nods. Indeed.
Another pause.
We have received word that an especially slippery target of ours fled in this direction some months ago with several associates. She is dangerous. She is your target. Her name is Fiilaar, and she's a wererat and she's an adept alchemist.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

"Dats good. Dat is one spirit dat doesn't need to be raised again ever." She looks relieved that no one will have to deal with the anit-paladin again. "I hope ve made this large enough. I feel like ve'll be bringing more to dis place."


Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7

gm:

Kayla give a little sigh, understood she is a little apprehensive at the mission, she wanted to give up this lifestyle but at least they are not out to kill her.

any leads? she asks.


The Man. The Myth. The Mask!

kayla:
We suspect she isn't skilled enough to survive very far from the surface. Your new friends may even have run into her already. She is find of playing tricks on purple and mugging them. Your track is to bring her to me secretly and alive. I'll see to her transport of the island.


The Man. The Myth. The Mask!

Ok, after Town Stuff, what is the plan?

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