Ascension - Mageocracy

Game Master bbangerter

Pit


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As Valdr joins the fray his form changes and flames lick along the edge of his weapon, the once black with green ruins turning a molten red. The worg reflexively jerks away from the weapon but not before a portion of its white fur is blackened and singed.

The worg takes and additional 50% damage from the fire, so 18 damage.

Valdr -2 to AC for having charged.
Malice and loathing in its eyes it reacts to this new and hated threat, its jaws snap at the dwarf, clamping down on one of his arms.
Attack: d20 = 10
Damage: d8 + 7 = (6) + 7 = 13 + d6 cold damage = 1. 14 damage total to Valdr

The creature backs further into the cave. 5' step straight south

Party may act


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Having dealt with the wolves, Akane and Yoroi move to join the others in the cave.

Double move to AR21 (move and standard actions).


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin steadied his breathing against the pain of his wounds. Another gift of his training; his sensai would have displeased with his rash rush into the worg's cave, but the halfling hoped to redeem himself with pain control. Fighting injured had been part of the brutal lessons. Reaching deep into his inner reserves, Tomlin's curved swords were a flurry of metal as he sought to lay the beast low.

Tomlin will stay in his current location if he can still flank from there. Otherwise he'll move 5 feet back with the worg. Using 1 Ki point for an extra attack. With the extra haste attack that will be 4 total. Add 3pts bleed damage per round on worg's turn in any of the three hit.

Attack #1: 1d20 + 7 ⇒ (8) + 7 = 15
Damage Att #1: 3d6 ⇒ (4, 4, 3) = 11+1d4 ⇒ 4

Attack #2: 1d20 + 7 ⇒ (13) + 7 = 20
Damage Att #2: 3d6 ⇒ (6, 2, 1) = 9+1d4 ⇒ 2

Attack #3: 1d20 + 7 ⇒ (15) + 7 = 22
Damage Att #3: 3d6 ⇒ (5, 4, 3) = 12+1d4 ⇒ 3

Attack #4: 1d20 + 7 ⇒ (5) + 7 = 12
Damage Att #4: 3d6 ⇒ (5, 6, 5) = 16+1d4 ⇒ 3

EDIT: Forgot to add +2 to hit each of these for flanking


Forgot to add the free trip against Valdr.
d20 = 16. Valdr is knocked from his feet and is now prone.

If you delay till Tunny moves south one square then you will still be flanking, will assume that is the case - meaning your first 3 attacks will hit.


Male Dwarf Magus (Bladebound)

Question, does a 10 hit? My ac should be 14 (after charging), though as an Immediate action I can increase it to 17 if that would make a difference. In addition, my CMD versus trip attempts while standing on the ground should be 19. Wouldn't that prevent me from being tripped? Please let me know whether I was a) hit and b) tripped as that will affect my actions directly.


Both hit and tripped. Those are the natural die rolls. I'm not showing the bonuses due to BAB or CMB or any other bonuses the worg might have. Assuming a standard worg its getting +10 to hit on top of that and +12 to trip for CMB.
You will be able to stand up though without provoking an AoO since the worg did take a step back (map is not updated with that yet)


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)
GM Ascension wrote:
If you delay till Tunny moves south one square then you will still be flanking, will assume that is the case - meaning your first 3 attacks will hit.

Yep, will do exactly that!


HP 37/48 KILLED IN ACTION Human Undead Lord 6

Tavrus moves forward 30ft and takes a shot:

1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
1d8 ⇒ 6

"Edric, behind it please"


"nnnnggghhhhhhh" KILLED IN ACTION hp 40/40 - ac 21 - melee mwk scimitar+4, 1d6+3

Edric will circle behind and attack preferably in a flank

1d20 + 4 ⇒ (2) + 4 = 6 +2 if flank
1d6 + 3 ⇒ (1) + 3 = 4


In order to get behind it and still make an attack Edric will have to move in its threatened area. So Edric provokes.
One minor change I'm making to shown dice rolls, I'm going to show the final result of the d20 + modifiers rather than the natural d20 without modifiers - this should help all of you catch mistakes I might make if I forget about an active mage armor spell or the like.
AoO: d20 + mods = 30 - threatening a critical.
Confirm: d20 + mods = 25 - confirmed
Damage: 2d8 = (8, 2) + 14 = 24. Edric is immune to cold damage portion.
Trip: d20 + mods = 22

Tavrus launches another bolt at the worg as his silent companion moves past the creature. The worg snaps at Edric with its jaws and finds an opening in the armor joints. The crash of armor resounds through the cave as Edric looses his footing. His attempted attack made feeble from his prone position.

Tunny, Valdr and Aurelion are still up.
Updated map


Male Human Rogue Lvl 5

Tunny moves forward with the worg, seemingly calmly continuing his attack.

Move to AS22 and attack. AC is 21.
RH Attack: 1d20 + 8 ⇒ (1) + 8 = 9
RH Damage: 1d6 + 3 + 3d6 ⇒ (1) + 3 + (6, 2, 4) = 16
LH Attack: 1d20 + 8 ⇒ (20) + 8 = 28
LH Attack: 1d6 + 2 + 3d6 ⇒ (5) + 2 + (6, 4, 5) = 22
Haste RH Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Haste RH Damage: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (1, 2, 4) = 15

I know I missed so it doesn't really matter, but I realized the last time I attacked my LH Damage roll had a +3 instead of +2. Oops! And seriously... these dice rolls... >=|


Male Dwarf Magus (Bladebound)

Valdr will get to his feet, blood soaking his pant leg as his fingers touch the savage wound the Winter Worg created. Unable to move forward further and engage the beast, he instead chooses to abjure forth a mystic shield to protect him from further injuries the worg might seek to inflict upon him.


Crit confirm roll for LH hand from Tunny: 1d20 + 8 ⇒ (10) + 8 = 18
Additional damage from crit: 1d6 + 2 ⇒ (2) + 2 = 4

Tunny strikes the worg, opening a deep wound in the beast causing a yelp of pain.

@Valdr, move action to stand up, since you haven't actually moved you could take a 5' step and use spell combat to cast shield and still attack, or just attack with out casting shield.

Aurelion GM PC'd
Aurelion advances, taking another swing with his greatsword.
Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11

The blow brings the creature down.

The darkness of the cave looms to the south.

Update map


Male Dwarf Magus (Bladebound)

I'd have modified my action, but it seems that Aurelion has finished the beast, so not necessary. Since I passed my knowledge check earlier on the beast, would I happen to know any parts that could be useful to the Tower of Heavens or myself for spell components?

The shield flickered over his form, aiding to protect him should any further dangers present themselves. He gave a single nod to the group gathered about the corpse of the Winter Worg.

Valdr stepped forward and kicked the beast firmly to make certain that it was dead, then let his gaze slip deeper into the cave passageway. The darkness of the tunnel was of no consequence to him, though he suspected not all his companions shared his natural gifts.

"We should investigate this beasts lair. Mayhaps we will discover why they marched the animals and folk back this way, 'stead of killing and eating them where they found them." He said, even as he crouched down and began to remove the choice bits of the creature.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

As the beast died, Tomlin bent over in pain for a brief moment before backing away with a groan. He nodded at Valdr's comments, adding Aye, we don't know how far back this passage goes, but we should check it. If one of you proficient in magic could supply a light source, Tunny and I can keep to the edges of the tunnel and the light to scout ahead. If there are more enemies to face, I would prefer to surprise them.

As the discussion of next steps continued along with a dissection of the beast, Tomlin slowly made his way over to Tavrus. I understand that healing magicks are not unknown to you. Through my own rashness I managed to take two bites from the creature; if you could do me the honor of patching up my mistake I would be grateful.

Tomlin's down to 25 of 50 hp

EDIT @DM: Tomlin would also like to retrieve the masterwork shuriken he threw at the first approaching wolf.


Male Dwarf Magus (Bladebound)

Valdr was also clearly wounded when he charged into the fray to help the others out with fire and axe. He made no comment about it, but the blood soaking his leg was undeniable.

Staring down the passageway he answered Tomlin. "The magics of light are unknown to me. I have no need for such and thus never learned them. I do have torch and flint if light is required for others however."


HP 37/48 KILLED IN ACTION Human Undead Lord 6

"Would those of you who are gravely injured please stand here," Tavrus indicates an area slightly removed from the others, and motions Edric over there as well, "This is going to feel unpleasant, although not painful. It will heal your wounds, though."

As far as I know, only Vladr, Edric, and Tomlin were damaged. If this is not so and others step up for healing, let me know.

those being healed:

Tavrus reaches out and places a hand on your chest. Black energy coalesces around his hands and you feel an icy grip on your heart. All of the near-death experiences you have had, and perhaps some you have yet to experiences, flash before your eyes as your stomach drops.

Tavrus then pulls his hands back and clasps them in front of him as if in prayer. Black energy wafts off of him and washes over the injured arrayed before him.

Using Death's Kiss to change their type briefly to undead for purposes of healing, then using Channel Negative Energy twice to heal undead.

Channel Energy: 3d6 ⇒ (2, 6, 1) = 9
Channel Energy: 3d6 ⇒ (4, 4, 3) = 11


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin's body quiver briefly as the dark healing wafted through him. The halfling's eyes bulged as well; clearly he wasn't expecting that effect. that...that is rather different than magical healing I've experienced before. I...I do appear to be mostly well now though...so...I thank you. Tomlin's ambivalance shone through initially, but ultimately he understand that he was in fact better off for the experience.

Now at 45/50, not perfect but plenty good for now!


HP 37/48 KILLED IN ACTION Human Undead Lord 6

yeah if you all want more let me know. i figured we dont know how deep this cave is so best not to blow all of my healing early on


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Akane and Yoroi pick up a stray rock, and after some simple gesturing and a soft chant, the rock lights up as if it were a torch. "This should work," the combined Summoner and Eidolon "whisper" to the others.

Akane casts Light on the rock.


Male Human Rogue Lvl 5

Aurelion was also hit, so I'm sure he will want to step in for the healing.

Tunny waits patiently for the others to decide what to do next, giving no suggestion or comment. He does not even appear to be paying attention to the conversation, as he nonchalantly wipes blood from his blades, then stares at the dead worg.


HP 37/48 KILLED IN ACTION Human Undead Lord 6

alrighty just lemme know how many so i subtract the correct number of uses of my abilities.


I think I've successfully confused everyone about which rolls I'll do in secret and which the players should do. So here is a nice compiled list. I'm also posting these in the campaign info tab for reference.

Players Roll:
Attack Rolls
Damage Rolls
Saving Throws
Skills which have a obvious success or failure condition - which are:
Acrobatics
Bluff (diplomacy, intimidate) when used in combat, these have a obvious success/failure in combat
Climb
Craft
Disable Device
Escape Artist
Fly
Heal
Knowledge Skills (but in some cases I will roll these for you - if you encounter an unknown creature I will roll the appropriate knowledge roll and provide what that reveals as part of the physical description I give of the creature).
Perform
Profession
Ride
Sleight of Hand
Spellcraft (I will roll these for you if an opponent is casting a spell though just so the game doesn't need to pause to know what the spell is)
Survival (sometimes - like if you were trying to forage for food, other times I will roll it for something like tracking)
Swim
Use Magic Device

GM Rolls:
Rolls I will make because these can have varying degrees of success or failure but the players wouldn't really know how well they did or failed by.
Appraise
Bluff (diplomacy, intimidate) when used out of combat, these have varying degrees of success out of combat and a opposing player/NPC might choose to play along even though they were unaffected.
Disguise
Handle Animal
Linguistics
Perception
Sense Motive
Stealth
Survival (sometimes - see section on player rolls)


3 uses of death's kiss and 2 channels. Puts Aurelion at 61/65, Edric at 36/40, Valdr 60/60, and Tomlin 45/50.

Valdr:
The glands that allow the worg its frost breath may be of interest to the mages.

Valdr uses a small hunting knife to carve into the worg, leaving a bloody mess on the ground but stowing away some of the inner organs in a pouch.

The healing between the different cleric's of differing faiths never feels quite the same, but Tavrus healing of wounds leaves one feeling cold, like being dipped in freezing water.

While Aurelion retrieves his bow and Tomlin his shuriken a soft light begins emanating from a stone at Akane's command. The light only just touches the roof of the cave at this point, and reveals that father in the roof climbs into the darkness. Those who's eyes are accustomed to the darkness beneath the earth are able to see a bit past the edge of the glowing stone. The cavern opens up wider deeper in.

A layer of ice coats the walls and ceiling and the ground is slick in places. The weak bleating of a sheep can be heard echoing in the cavern, but the direction is hard to pinpoint.

Updated map


HP 37/48 KILLED IN ACTION Human Undead Lord 6

"Alright, before we proceed much further, I'd like to make use of what's left of that big wolf. An extra wall of meat between us and the other wolves will help prevent me from having to heal you."

to save time i will put this here rather than waiting for a response. Unless there are any glaring opponents of doing so, Tavrus will grab a handful of onyx gems and cast animate dead on the large wolf/worg/whatever to turn it into a zombie.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin nods grimly as the cleric's magic causes the large wolf's body to arise. Aye, that looks useful. An excellent tactic to use one's fallen enemies as shock troops. Well done Tavrus. The halfling then looks into the carvern and lets his eyes adjust to the darkness as he tucks away his shuriken. The cavern seems to widen, so let us move in carefully. Tunny, stay to one side in the fringes of the light and I will do the same to the otherside.

I'm assuming we will move in as a group to the center of the cave, towards the bleating sounds. Tomlin will stay in the southeast area shadowy area of the light created by Akane's spell and be in Stealth mode. Tomlin's idea for Tunny is to do the same to the southwest, although he may slow down the group if his move is less than 20' in stealth.


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Akane frowns, but says nothing. Means to an end... but is it worth it? I shall speak with him about this later... she thinks to herself, using the rock to try and get a better idea of what's deeper in the cave.


Male Dwarf Magus (Bladebound)

At the touch of Tavrus, Valdr felt a sickness come over him as if all his warmth and inner fire were drained away to be replaced with a hollow chill. His stomach lurched and the vision of an arrow bouncing off his helmet and a deranged cultist skewering his left shoulder with a ceremonial blade flashed before his eyes.

Pulling away from Tavrus, he narrowed his eyes in suspicion, but nodded when he noticed his wounds had closed and his pain was gone. "Thank you."He said grudgingly.

Yet when Tavrus then proceeded to raise the worg from the dead, a look of horror passed acrossthe noble dwarven visage that he currently wore. His dark eyes were wide and his mouth hung open.

"Raising the dead is a crime."Valdr said simply. He narrowed his eyes at Tavrus, and took a step away from the undead worg. It was clear he was uncomfortable with the zombie.


HP 37/48 KILLED IN ACTION Human Undead Lord 6

"I was unaware there was any law around these parts. Don't worry, I won't be bringing it to a civilized area. This is a force multiplier, here to help stem the tide of injuries we are likely to receive on this mission. The Tower is aware of what I do, and will see me killed if it ever goes too far, I am sure." Tavrus said in an attempt to ease tensions, "Besides, just because something is 'yucky' or 'illegal' doesn't mean we shouldn't have a working knowledge of its capabilities in order to combat those who would use it against us."


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Akane frowns further. Once again she and her Eidolon 'whisper,' "Just take care, Tavrus. Your dabbling in these magics can imperil your soul."


HP 37/48 KILLED IN ACTION Human Undead Lord 6

"Noted." he says with a flat, likely displeased, expression.

She dares caution ME about souls? he thinks to himself.


Male Human Rogue Lvl 5

Tunny follows Tomlin's suggestion, meandering slowly over to the Western wall, just out of the light's reach.

For what it's worth, considering the lack of cover, here is a stealth check: 1d20 + 13 ⇒ (10) + 13 = 23. Tunny has no feats for stealth movement, so he will need to move at half speed, or take a -5 to the check to move at full speed. Considering the circumstances I'll take the -5 to the check to keep up to speed with the group.


The worg shambles to its feat, its movements sluggish and clumsy.

With Akane slightly in the lead, glowing pebble in hand, the group slowly advances further into the cave. Valdr covering the east side, his vision easily penetrating the darkness, and Akane's light revealing the western side of the cave, reflecting and refracting off the ice.

Tomlin clings to the shadows following near Valdr.

The sickly bleating of sheep continues, coming from the east beyond Valdr's vision.

Tomlin:
The wind howls at the mouth of the cave... and something else. It was faint, but you heard a soft thud from outside.

Updated map


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin shook his head in disgust at Valdr and Akane's comments. Why must the naive be ever-present on the side of justice?? Can't they see that ALL efforts must be used to ensure law and order stand true? Ach...this is neither the time nor place for such discussions. Having dismissed his own retorts to the group over the undead worg, Tomlin took his place in the shadowy wings of the light. He began moving forward with the rest but stopped shortly thereafter and trotted back in the open towards the main body. Did anyone else hear the noise at the front of the cave? A soft, but heavy and blunt sound it was. Tactically we need to ensure our flank isn't compromised. That said, the halfling again hustles to the shadows to the groups right (facing towards the cave mouth) and peers ahead to see what he can in that direction. He readies himself to move back that way, but waits for the rest of the group to begin moving to do so.

@Tunny: you'd be able to Stealth because the shadowy light offers concealment. You're right though about the penalty if you don't have Fast Stealth like Tomlin, but per the DM's FAQ post he'll roll our Stealth checks for us.


Male Dwarf Magus (Bladebound)

Valdr kept his continued comment regarding the undead beast and Tavrus's use of necromancy to himself. The dangers to the man's soul were his own, if they even existed, he cared not for that. He only cared that it was a breach of the law. If the council condoned this exception to the normal legal procedures, so be it. Still, the unliving wolf did make him uncomfortable. "Mayhaps we should send the risen thing behind us, to guard our exit?"

Valdr listens to the bleating of the sheep and attempts to move with as much stealth as he can muster up, but he has not trained so well as the others in his group. As he manuevers through the darkness of the cavern it dawns on him how large it is. Out of natural habit his eyes go to the stones and rock formations, studying them as only a dwarf can.

"The sheep come from this direction."Valdr said, with a hushed voice as he waved to the east. "Let us follow their cries."


HP 37/48 KILLED IN ACTION Human Undead Lord 6

"I think the wolf will work best where I can control it. Its mind cannot process the contingencies necessary to actually guard our flank, in my opinion."


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Valdr: We posted pretty close to the same time, so I wasn't sure if Valdr's statement reflected Tomlin's information. Tomlin is essentially asking the party to return to the mouth of the cave to investigate the noise there. Are you saying that you don't want to do this? If so, the rest of the group needs to chime in because we have two PC's requesting to go two different ways.


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Akane and Yoroi look back towards the entrance, a worried look on the tiefling woman's face. "I did not like the sound of that. I believe we should go see, lest we be sandwiched in an ambush," she whispers in the loud combined voice. She points the glowing stone back at the entrance of the cave.


Looking back at the cave entrance an odd sight is seen. The ice and snow in and around the cave entrance is moving of its own accord, beginning to form a solid wall of thick ice covering the entrance. The first 5' of the western edge of the opening is already covered from top to bottom, advancing at a rate of about one foot per second to fill in the opening.


Male Dwarf Magus (Bladebound)

"Something or someone is trying to seal us in." Valdr stated, but the expression on his face was not one of immense concern. "I believe we should worry of that later and deal with the sheep first, after all we have the means to leave via our rods if necessary."


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tomlin was poised to investigate the entrance when he spotted the closing opening. He frowned inside his mask, concerned for a moment on what vileness was causing this unnatural effect. But he nodded in response to his companion's words. Aye, Valdr has the right of it here. We want to explore this cave anyways and the methods that brought us here can get us home just the same. Let's move on. With that said, Tomlin pivots back to the recesses of the cave, picking up where the group left off.


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Akane and Yoroi's heads both nod, turning back towards the inside of the cave. "We shall move on, then."


Male Human Rogue Lvl 5

Stopping a moment to listen to the quiet conversation, Tunny remains in the shadows and waits for the group to make a decision.


Ignoring the ice shifting and moving around the mouth of the cavern Valdr advances eastward. Akane covering the south flank and Tomlin moving along the north wall.

As Valdr moves farther east an odd sight reaches his eyes. A 5' wall of ice and beyond it several sheep bleating pitifully. Other sheep lie still on the ground beyond the wall of ice. The roof of the cavern drops in this section of the cave to a mere 15' in height.

Akane to the south notes a passage opening in the rock. Just a little ways beyond is a sight of stunning beauty. Four figurines of carved ice stand in the passage, each three or four feet in height. The first is a wolf sitting on its haunches, a glint of red in its eyes, rubies? The second is a unicorn rearing on its hind legs, a black horn protruding from the ice carved head for a horn. The third is a winged lizard - a dragon, taking flight. The fourth is a cat of some kind, the glint of green gemstones making up its eyes. The figurines scatter the light of Akane's glowing stone like a chandelier.

Updated map


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Staying in the shadowy light along the north wall, Tomlin just barely catches the glint of the ice sculptures to the southwest. Not detecting any movement to that direction, the halfling continued his circuit of the north wall until he was near the 5' wall partitioning off the bleating sheep. Here his height was an advantage and a disadvantage: easy to remain hidden but hard to see over the barrier. He settled for a happy medium, staying along the north wall but a distance away from the ice barrier long enough to see into the space the sheep occupied and then moving up along the ice wall to use it for cover against anything past the sheep.

Move along the north wall to AZ40, trying to look into sheep-occupied area as I do. If he sees nothing he continues down the length of the ice wall. All of this is in Stealth.


Male Dwarf Magus (Bladebound)

Valdr turns his attention on the figurines, stepping close to them and studying each in turn. His suspicions already raised, he seeks to confirm them and weaves a spell of detect magic in the air, focusing his eyes to attune to the arcane energies of the world as his mentor had taught him.


Tomlin moves up next to the wall but is unable to make out much of anything, Akane's light being to far away to scatter the darkness.

Valdr moves closer to inspect the ice carvings. The detail in them is exquisite - beyond what one would expect could be done with a simple chisel. A closer inspection reveals that the eyes of each creature are indeed gemstones and that there are a number of silver, gold, and platinum coins embedded in the carvings that add additional color and beauty to them. A white pearl gripped in the claws of the dragon carving glows with a strong aura of transmutation.


Male Dwarf Magus (Bladebound)

Moving ever closer to the Dragon of ice, Valdr seems taken with the powerful aura of transmutation that surrounds the pearl in it's carved claws. He focuses further on the pearl, studying it intently, trying to divine more of its secrets.

Spell Craft+12: 1d20 + 12 ⇒ (6) + 12 = 18


Female (Kyton-Spawn) Tiefling (Synthesist) Summoner 5

Akane follows Valdr, also interested in the ice statues.


Male Human Rogue Lvl 5

Following up beside Valdr, Tunny eyes the sculptures with muted curiosity. Surprisingly he speaks, though with his soft voice only Valdr and any others close by hear him. "No worg carved these."

GM:
Due to his nature as a cleptomaniac, Tunny will undoubtedly be looking for some opportunity to pry loose a gem stone. If they are within easy reach, and no one is paying close attention to him (that he notices) he will try. Assuming they are within reach (not sure how tall the sculptures are) Tunny would make a Perception check to see if anyone is watching, and if he believes no one is, a Sleight of Hand check to try and grab a gem. If it does not come loose easily (willing to use a sword tip to help), he will leave it for now. On the chance that one gem does come loose very easily, he will go for the second.

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