Aubrey's Wrath of the Righteous (Inactive)

Game Master Aubrey the Malformed


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Wait, got carried away - only Booam catches fire, the rest of you within 10' just take splash damage. A Reflex save DC 14 halves the splash damage.

As Kaygan, Kira and Sol debate, the sound of explosions, screams and the stench of burning flesh continue unabated.


Initiative
Booam 21
Jod 19
Wendaug 15++
Mulluq 15+
Sol 15
Kira 15-
Tiefling Alchemist 14
Kaygan 12
Rhok 11
Hannik 8
Ghroth 6

Map updated.

Sol, Rhok, Hannik, Ghroth.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure
Aubrey the Demented/Malformed wrote:

This is when the lightning bolt trap goes off, frying the three adventurers standing conveniently in a line.

Surrounded by foes, the tiefling hurls a vial in Booam's face.

1d20+7 v Booam's touch AC, fire damage 3d6+2 and everyone within 10' of Booam takes 5 fire damage and catches fire, burning for 1d6 each round.

Potential lightning bolt vs *actual* fire throwing maniac....Hmm...

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"There's a door here. We can get behind the demons...."

The sounds from the other room finally break through his consciousness. "What's going on back there?"

Delay, while we talk. Let Rhok Hannik and Ghroth do their thing.


Jeez, fight'll be over by the time you guys stop chatting.

Rhok, Hannik and Ghroth.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"More fighting, a single Tiefling from what I saw, Mulluq and Grolth have it. Our task should be to ensure nothing gets behind them."


HP 28/28 | Init +1 | AC 18 (28) T 11 (15) FF 17 (27) | CMD 17 (19) | F +4 R +2 W +3 | Per +5 | DK 60' Mage Armor, Barkskin, Bull's Strength, Shield

Ghroth slashes and batters the tiefling with claw and tentacle while Rhok steps in from behind and takes a swing. Hannik can't risk taking a shot into the clump of allies scrabbling around the tiefling so she opens a conduit to Ghroth's home plane to siphon some power to him.

Claw 1: 1d20 + 6 ⇒ (4) + 6 = 10
Claw 2: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Slam: 1d20 + 6 ⇒ (3) + 6 = 9

Rhok's Heavy Mace: 1d20 + 5 ⇒ (7) + 5 = 12
Rhok moves in to L5

Hannik moves to O6 and casts Guidance on Ghroth.


Whover this tiefling is, he's tough, though he takes a bad cut from Ghroth's claw.

Booam, Jod, Wendaug, Mulluq.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Booam continues his straightforward approach to military problems and presses the attack. 9 fire damage and fights through the first round of burning - does that roll happen on Booam's turn or the attacker's?

Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d12 + 6 + 3 ⇒ (7) + 6 + 3 = 16 Power attack, furious focus
Miss chance, high is good: 1d100 ⇒ 99

A little confused about how his last swing could possibly have missed, Jod tries again, but his reaction to the burst of flame throws off his timing.

Reflex DC 14: 1d20 + 6 ⇒ (18) + 6 = 24 2 fire damage from the splash

Attack: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 Flanking
Damage: 2d4 + 9 ⇒ (2, 4) + 9 = 15 Power attack
Miss chance, high is good: 1d100 ⇒ 32

Finally, Wendaug sends another arrow into the scrum.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 ⇒ 3
Miss chance, high is good: 1d100 ⇒ 39


The tiefling goes down under a flurry of blows.

End of combat. Now those who are on fire need to put themselves out. Fire damage to Booam 1d6 ⇒ 3. Fire damage to Mulluq 1d6 ⇒ 3.


XP reward: 850 each. Time to get looting!


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Chasing down level 9 quite nicely! 1,250 XP to go.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Booam throws himself on the floor and rolls around to stop the fire.

What do we need to roll to put it out?


Pretty much that.

Booam is able to quench the flames.


Hp: 21 of 21; Effects active:
Sol Calondor wrote:

"There's a door here. We can get behind the demons...."

The sounds from the other room finally break through his consciousness. "What's going on back there?"

Delay, while we talk. Let Rhok Hannik and Ghroth do their thing.

"The noise seems to have stopped, for good or ill. I suggest we go and see," says Kaygan. "But before we do Sol, hold still for a moment." Kaygan places a hand on the younger man's shoulder and chants a few words.

"This spell will give you a moment of insight to anticipate danger. It should help you strike first next time we find ourselves in a fight."

Cast anticipate peril on Sol, giving him a +3 bonus on his next initiative roll.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol waits as requested while Kaygan casts his spell.

"Thanks, Kaygan. I'll try to use it." A wide smile creases Sol's face.

"Now let's see the others."


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]
Aubrey the Demented/Malformed wrote:

Pretty much that.

Booam is able to quench the flames.

Hah! I needed to roll a Booam!

"Wow. Can someone patch me up before another demon kicks in the door? I'm not feeling too good."


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"The way we came or the way you were going?"

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"The way we came. "

***

Rejoining the others, Sol tells them about the secret door and uses the captured wand on Jod.

Wand of CMW on Jod: 2d8 + 3 ⇒ (4, 2) + 3 = 9
Wand of CMW on Jod: 2d8 + 3 ⇒ (5, 4) + 3 = 12

Sorry it's not very RP'y. Time constraints. Looking at Aubrey's map, we've got two ways into the upper right corner of the map and a curious swath of grey in the middle of the building.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod makes a show of getting the kinks out of his neck and arms before his near-perpetual smile returns. "He's too proud to ask, but Booam needs some, too."

Clapping the mongrelfolk on the back and pointing at Wendaug where she stands, watching for threats that might try to sneak up on the party, "You two were fantastic! I'm glad to fight at your side. What's next?"


Hp: 21 of 21; Effects active:

“Let’s quickly search this lot to see if they have anything useful – things such as healing potions or keys come to mind,” suggests Kaygan.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12 Cast detect magic also.

“Then we have a couple of doors. I suggest we look into the one back there (at N8) before we try to get into the secret door that Sol found. If you haven’t been into that chamber where the demons were yet, fair warning, it is horrid – like the state of the temple of Shelyn. This door here (at R5) might lead into the same space if I have my bearings right. Oh, and Rhok, did you leave any of those stunned tieflings alive? If so, I suppose we could question them on what else we might face here ..”


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Rhok grimly shakes his head. "Couldn't afford to have one wake up behind us."

Jod rifles through pockets and sets interesting items, weapons, and armor aside.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol obliges with a shake of the wand at Booam.

CMW wand for Booam: 2d8 + 3 ⇒ (6, 4) + 3 = 13

Does anyone know how far down he is?

Then he joins the conversation.

"Either this door (N8) or the other. For some reason I think the stairs are more likely to be in the middle of the building."


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]
Sol Calondor wrote:

Sol obliges with a shake of the wand at Booam.

[dice= CMW wand for Booam] 2d8+3

Does anyone know how far down he is?

Then he joins the conversation.

"Either this door (N8) or the other. For some reason I think the stairs are more likely to be in the middle of the building."

I went back and found 25 points of damage dealt to him. That where he and Wendaug joined us. I don't see anywhere that she's been targeted. I can put their totals on my status line if you think that's cool. Booam and Jod have similar styles, so running them together isn't an issue. Maybe someone else should be Wendaug's keeper, but I'm willing.

Edit to correct report.


The group look around the chamber they are in. Blood and filth smear the floor of this long room. Six white stone statues of famous heroes line the hall—each clawed, bloodstained, partially smashed, or otherwise defaced. At the far end of the hall, a raised dais holds an upturned alabaster altar. Sitting atop the upside-down altar is a hideous mass of severed limbs that have been stitched together into a vile monstrous insectoid shape. Before the dais, seven ratty bedrolls have been laid out on the floor.

Map updated.

Booam will accept any healing he is given. Wendaug is undamaged.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

I stated it poorly, but Jod was looting the bodies of the cultists. He also needed to collect his bow after dropping it during the initial combat.

Booam is at 17 of 29 hit points. We about ran the poor fellow into the ground!

Jod points at the... art?... and offers, "There's nothing right with that."

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"Can't imagine sleeping under that". Sol shivers, then taps Booam with the wand again.

CMW wand: 2d8 + 3 ⇒ (7, 7) + 3 = 17

Then he makes a point of examining the stoically suicidal Mulluq for injury.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq moves to wave off the interest of Sol and his wand. It is clear, though, even after he has put out the fire, that there are a decent number of burns visible even across his black hide.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol brushes aside Mulluq's mild protests, "You'll be a better warrior for good, if you're healthier." Another pass of the wand for the tiefling follows quickly.

CMW wand: 2d8 + 3 ⇒ (4, 3) + 3 = 10

That's a little better. 5 charges left on that wand. I've got a potion of cure light wounds that might finish the cure if you like.


OK, treasure...

The tieflings have nothing except ordinary gear. In the abrikandilu room there is an adamantine mace that detects as magical (Spellcraft DC 18 to identify). The two cultists have one potion each (I won't make you identify them - they are both Cure Light Wounds) and a total of four scrolls: dropping a Read magic allows you to identify them as scrolls of Bless, Cause Fear, Doom, and Shield of Faith respectively, all divine and all CL1.

Mace:

Spoiler:
+1 adamantine mace

The tiefling alchemist has a set of leather armour (Spellcraft DC 18) and a ring (Spellcraft DC 18) which detect as magical. He also has six potions: two are Cure Light Wounds, the others require Spellcraft checks to identify:

Leather Armour:

Spoiler:
+1 leather armour

Ring:

Spoiler:
Ring of Protection +1

Potion 1, DC 16:

Spoiler:
Spider Climb (CL 1)

Potion 2, DC 18:

Spoiler:
Cure Moderate Wounds (CL 3)

Potion 3, DC 18:

Spoiler:
Invisibility (CL 3)

Potion 4, DC 18:

Spoiler:
Barkskin (CL 3)

The group no longer seem under attack, so they explore the bottom floor of the Grey Garrison. In the side room from the chamber in which they defeated the alchemist, they find that a long table and six chairs have been pushed against the western wall. On the opposite wall, a tapestry depicting a map of Mendev hangs from a silver rod—the tapestry has been slashed several times and splashed with filth. A bedroll sits on the floor, and on the nearby table is an array of alchemical devices and a long wooden sword case wrapped with cords, as if ready for travel. Inside the sword case they find a fine-looking longsword, the blade chased with silver. Tucked into the case underneath it is a note on a piece of parchment.

The note:

Spoiler:
Lord Staunton,

I believe you will find the enclosed weapon to be a singular and familiar delight, for it once belonged to your old “friend” Irabeth. She sold it to Kandro Nyserian, of all people — I’ve no idea why. Kandro’s been sitting on it for years — still would be, except his home got smashed by an ulkreth. Shame. He managed to save the sword and came here, begging for an escort north to Drezen, doubtless so he could give you the sword and weasel some cash to help him set up a new home. I hope you don’t begrudge a creativity I took — our friend Nyserian serves now as a warm suit for a vermlek as punishment for only revealing the sword now instead of when he first acquired it. I suspect the blade will take to your brother’s touch nicely!

your loyal servant, Othirubo

The sword detects as magical, DC 23 to identify.

Spoiler:
+1 evil outsider bane longsword

Note also:
The secret door in room 6 does NOT seem to lead into room 7, so far as any of you can tell. Also, the door in room 4 seems to be locked and barred.

Map updated.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Spellcraft Mace 18: 1d20 + 7 ⇒ (8) + 7 = 15
Spellcraft Armour 18: 1d20 + 7 ⇒ (9) + 7 = 16
Spellcraft Ring18: 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft Potion 1 16: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft Potion 2 18: 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft Potion 3 18: 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft Potion 4 18: 1d20 + 7 ⇒ (3) + 7 = 10

"Thr ring will off some magical protection, this potion" Kira holds one up, "will allow one to climb as a spider does. The rest I cann't be sure of."

Spellcraft Sword 23: 1d20 + 7 ⇒ (18) + 7 = 25

"Oh, now this is nice." she says, picking up the sword. "Evil outsiders will not like this."

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

After stowing the wand, Sol joins Kira in examining the magical goods. He almost shyly looks over the scrolls and tries his hand at determining what the potions do. If he determines what something does he hands it to one of the other casters, with a comment on what he thinks it is and asks them to make sure. If he can't determine something he smiles and admits that "this one is beyond me", when he hands it over.

Hitting what Kira missed

SPell craft, potion 2: 1d20 + 5 ⇒ (9) + 5 = 14
SPell craft, potion 3: 1d20 + 5 ⇒ (14) + 5 = 19
SPell craft, potion 4: 1d20 + 5 ⇒ (19) + 5 = 24

Potion 3 is invisibility; potion 4 is barkskin. I think that leaves potion 2 unsolved.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

After stowing the wand, Sol joins Kira in examining the magical goods. He almost shyly looks over the scrolls and tries his hand at determining what the potions do. If he determines what something does he hands it to one of the other casters, with a comment on what he thinks it is and asks them to make sure. If he can't determine something he smiles and admits that "this one is beyond me", when he hands it over.

Hitting what Kira missed

SPell craft, potion 2: 1d20 + 5 ⇒ (8) + 5 = 13
SPell craft, potion 3: 1d20 + 5 ⇒ (7) + 5 = 12
SPell craft, potion 4: 1d20 + 5 ⇒ (20) + 5 = 25

Potion 3 is invisibility; potion 4 is barkskin. I think that leaves potion 2 unsolved.

Oh, she missed the armor.

SPell craft, leather armor: 1d20 + 5 ⇒ (1) + 5 = 6

And so did Sol.


Hp: 21 of 21; Effects active:

“Let me see if I can help,” suggests Kaygan, helping to examine the magical items that his detect magic spell had highlighted.

Spellcraft for mace: 1d20 + 9 ⇒ (1) + 9 = 10
Spellcraft for leather armour: 1d20 + 9 ⇒ (10) + 9 = 19
Spellcraft for Potion 2: 1d20 + 9 ⇒ (6) + 9 = 15


Hp: 21 of 21; Effects active:

“The armour will offer slightly better protection than a typical suit of its type,” Kaygan says. “I’m afraid I can’t figure out the enchantment on the mace or the last potion either right now … when we have more time I can prepare a spell of identification which should do the trick. Now, this note with the sword is interesting … it appears the blade belonged to Commander Irabeth! Although it seems she gave it up willingly and legally – it wasn’t stolen from her. Well, as it is potent against demons I would suggest that one of us use it for the moment at least.”


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod heft’s the mace, always appreciative of a well-made weapon. ”You say this is enchanted? What does it do? Is it better than my falchion?”

Rhok holds out a hand to have a look and Jod hands it over.

Rhok’s Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9

Drily, he says as he hands it back, ”You hit things with it. The material it is made of is very hard, so it has uses when you need to destroy a door or a wall.” He pauses before grinning and adding, ”The magic is unknown to me, however.”

The oracle taps his chin. ”The name in the note, Kaygan. Was that one of the fellows being worn by a demon at the front door? I got the feeling they were important men in the city before the invasion. Is that right?

If Sol can hit DC 10, the combined efforts of Kira, Kaygan, and Sol would hit the original DC if the lower rolls are allowed as aid another’s. If it is unidentifiable, Jod is intrigued enough to give it a try, anyway.


OK, enough drooling over the treasure - where next?


OK, to simplify matters, you have two basic choices: there is the locked and bolted door in room 4 and the secret door in room 6.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Which one looks easiest to beat down? :D More seriously, I'm thinking that secret door leads either down, or to another place entirely, there isn't room for much else. So the barred one first, then secret after.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Or the secret door is a closet rather than a stair or room. Might be nothing within, might be the plans to the building. (!)

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

We're all here by the bolted door now ....


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq waves off any further attempts by Sol to heal him, "I thank you for your magics, and know that you are right in my needing to be in fighting form. At this point I am well enough that, any mending can be done by The Inheritor's grace, that I may learn to stand tall in the face of battle by recovering from my own energies as granted by her divine glory."

As the discussion turns to which door, he offers, "Let us hasten toward the enemy. Open both of them, the path beyond will decide our course of action. Start with the secret door, as it's existence as part of the Gray Garrison prior to the demon's arrival may prove to yield some boon to us, had they not yet discovered it themselves."


Dudes, take a vote or something. Kira and Sol seem to be for the barred door, Mulluq for the secret door.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

I think Kaygan is the tiebreaker. Jod is inclined to open the secret door, but he won't push for it.

NPCs opinions, if asked
Rhok flips a coin, evens for secret door, odds for barred: 1d20 ⇒ 4

Booam flips a coin, evens for secret door, odds for barred: 1d20 ⇒ 19

Wendaug flips a coin, evens for secret door, odds for barred: 1d20 ⇒ 19

Obviously, the NPCs are mission-oriented and want to get this over with.


Hp: 21 of 21; Effects active:

Secret door gets Kaygan's vote.


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

"I'm all for the secret door. If it was worth hiding, I say lets start there."

Hannik heads for the door.

Spellcraft for the mace: 1d20 + 7 ⇒ (13) + 7 = 20

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"OK. The secret door." Sol leads the way through the charnel room. HE takes some time to examine the secret door in more detail.

Perception, trap check: 1d20 + 6 ⇒ (1) + 6 = 7

Awesome! It's trap free.

Then he tries to open it.

disable device, if needed: 1d20 + 7 ⇒ (17) + 7 = 24


Confident he has found every potential threat associated with the secret door, Sol pulls it open. Surprisingly, he is right and no death rays or slashing blades emerge to skewer him. Inside is a small cubby. A holy symbol of Iomedae hangs unmolested on the wall above a weapon rack filled with swords, crossbows, and spears. Three wooden dummies wear pristine suits of armor. A shelf holds several leather quivers, each stamped with a golden sun. Two silver shields hang from pegs on the wall.

Congratulations - here's the next lot of treasure! You find:
- three cold iron longswords
- two cold iron shortswords
- two heavy crossbows
- a composite longbow (+2 Str)
- a masterwork cold iron heavy mace
- two cold iron longspears
- 50 cold iron crossbow bolts
- 100 cold iron arrows
- a magic longsword (Spellcraft DC 18 to identify)

Spoiler:
a +1 longsword

- five magic arrows (Spellcraft DC 22 to identify)
Spoiler:
five +1 holy arrows

- a single magic arrow of a different type (Spellcraft DC 28 to identify, Strong Necromancy aura)
Spoiler:
an arrow of evil outsider slaying

- two sets of masterwork chainmail
- a magical breastplate emblazoned with Iomedae’s holy symbol (Spellcraft DC 18 to identify)

Spoiler:
+1 breastplate

- one masterwork heavy steel shield
- one magical heavy steel shield emblazoned with Iomedae’s holy symbol (Spellcraft DC 22 to identify)

Spoiler:
a +1 blinding heavy steel shield


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Spellcraft Longsword DC18: 1d20 + 7 ⇒ (9) + 7 = 16
Spellcraft 5Arrows DC22: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft 1Arrow DC28: 1d20 + 7 ⇒ (20) + 7 = 27Someone Aid!
Spellcraft Breastplate DC18: 1d20 + 7 ⇒ (18) + 7 = 25
Spellcraft Shield DC22: 1d20 + 7 ⇒ (5) + 7 = 12

"The bundle of arrows have a holy aura about them (+1 holy), the breastplate is magically enhanced too, but the others I need help to identify."


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

That's a lot of loot.....

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