Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

It's safe to assume you'll hear the noises of combat after your first round, when you reach the temple in the second floor.
From there, in the following rounds you'll need to move out and help the others.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Jeez you guys moved fast between last night and now. Catching up here...

@Rose, I can cast Message, but not Sending, if that is what you were thinking of...

EDIT: Also, just realized I haven't been scribing scrolls. That will definitely commence once this fight is done...


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Wow, I just had a bizarre thought. A Slayer named Yan Dere who seeks to protect her darling sempais.
Yes, I spend too much time on the internet


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Speaking of too much time on the internet...

Hound wrote:
We all have one of these so we are always in touch.

Is it bad when I saw the URL for this I though you were going to be referring to DiveQuest by The Weaver?

Orb of Infinite Psyche

In his stories, since the board ran the characters actions, this was how he explained all of the conflicting voices driving the character. Later, shards of the orb were inserted in other characters to let the board guide them as well.

Also, this predates the Pathfinder one by about 3 years.

Anyway, thanks for bringing back to those great stories, even if by accident!

For those of you who haven't read DiveQuest before, I can highly recommend it. Especially given the nature of this campaign.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hmm.. for sake of a non-imploding campaign, Yan would consider all members of the circle to be her sempais and brutally kill those that dissapoint or hinder them. Excellent for disposing of slacking minions.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hound wrote:
Did the Moon dog leave my threatened area? I get AoO's then and Combat Reflexes

Based on your position in the map, you were not in melee distance. Did you forget to update your token postition?


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

I believe I did move my token when I made my first attack, I moved up and attacked


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Humm

I've verified the revision's history and it seems you misplaced the token.
Let's not further complicate things.

Roll your AoO in Gameplay as well. Just remember it happens before you rage.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

The reason I asked about Message was because I was thinking it had a longer duration than it does.

We might need to buy a casting of Permanency to give us all short distance comm-links.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

That's a seventh level spell that we just got hit by. What the hell are we fighting? And a ninth level spell to do the effect. Repeat, what the hell are we fighting?

Little later
Well.
hellhound 1 is -34 (dead)
hellhound 2 is -11 (dying, soon dead)
hellhound 3 is -53 (Not so much dead as reduced to goo)
Kind of thinking they were a waste of time and effort to summon.

Just saying


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Moon Dogs will mess you up

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Oh I agree. They are possibly one of the best hit and run fighters in the game. Point blank annihilation is not what I thought was their style. These have been significantly increased in power. Moon dogs get greater shadow conjuration, the number two child in the shadow conjuration game. Shades is 9th.

This is not a complaint BTW guys. Just an observation. The game is what the GM wants. And hopefully this may level us.

I was surprised. Very surprised. Somewhat impressed. But I'm still going to fillet those pooches.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Too be honest, I am a bit put out by the destruction of the hell hounds. They had a very short existence. All the roleplay opportunities lost. I'll take that out on the moon dogs

Hmmm. Can We summon them again?


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Yeah, unfortunately, that's how minions tend to fare, and the dogs weren't that strong to begin with. It's also why 'special mounts' that aren't animal companions really suck. They tend to get very close to being one shotted by AoE's around level 13 and higher.

And the only reason to ride a horse into battle past level 4 is if you want your enemy to go ahead and cook your dinner for you via a fireball or flame strike spell.

Speaking of dinner, screw the minions, if we survive and these things leave behind a body, Nahia is eating one of them sum'b@#$%es...


M Goblin Oracle 2,HP14/23,Init+2,Per+2,F3R2W3AC15T13FF13

I read a Wrath of the Rightous PbP here(before it sputtered out due to everyone leaving due to various reasons) The big thing to take away from it is never bring any mount that you can't just summon up via spell. The party was CONSTANTLY getting their mounts pasted by encounters and thus walked all the way back to the begining city. Nothing got accomplished.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Enemies

I rarely use straight from book enemies, by the simple reason that many of the players are familiar with the enemies abilities or if they aren't they rarely win over the urge to google the enemy (been there, done that).

These moondogs tho, I’m using as they are presented in the AP, with just a few minor alterations of my own, and I have to say they are very different from the ones in the paizo bestiary.

@Hellhounds
Hellhound is a low level monster, when compared to the party. I’ve actually never expected you guys would use it directly in combat.

The ritual unfortunately has a delay time of one year.

@Level
Not a chance you guys will level after this battle. :P

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Fair enough. Mixing up monster abilities does keep te pkayers guessing. Make sense in a way, why should of a type of beastie all be the same.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Just looked into how to get to the sanctum-

There's a staircase from 3-13 up to the sanctum. It's depicted on the side view of the horn on the Cavern map.

To get to 3-13 requires going up through the hidden staircase that runs from the caverns upward through to the third floor.

Based on the scale it's a long spiral staircase. 250' vertical, but x4 that distance because of how spiral staircases wrap around on themselves, so it's about 1000 feet of stairs from the third floor to the sanctum.

It's also the only way to get there. I was mistaken in thinking that one of the teleportation thrones was in the sanctum. There isn't one. The only ways into the sanctum are flying, climbing the mountain, or going up the hidden staircase to another hidden staircase.

This mountain base of ours is kinda insane.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Daemons, such trolls.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Maybe they were exercise freaks


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

*screams like a little girl*

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

lol


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound takes the dice roller out back behind the woodshed.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I came in like a wrecking ball...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I had posted modifying Rose actions in gameplay because of some circumstances.

However I deleted it.
It would cause too much of fuzz and arguing.
If anyone was able to read it before got deleted, just don't mind it.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

On a completely unrelated note:

Rose new avatar really makes me think of Brazilian president


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I... can totally see that...


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hound wrote:
Ugh, wow. So how much damage is going to be done while we scurry away?

Well, some minions got killed, but other than that, and your pride, nothing much I reckon.

The enemies were not here to pick a fight, they were to gather Intel and learn what's being done here.
Once things blew, they used their big guns and then crowd control and after that, fled.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

On your last action, there was small conflict: You cannot smite and use the attack from hurtful in the same hound. Both use a swift action.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Well Hound is currently doing a smashing imitation of Xenomorph blood and eating his way through the Horn's floors. That stung a bit but Cest la vie.

Despite my joking about making a crazy schoolgirl, I'm not really interested in the time to make up a new character so good luck everyone and maybe Hound and Rose can team up again in another campaign.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hound wrote:

Nope, Sorry I didn't update my main statline, I was usinng the statblock I put up each round since I have different effects going depending on rage, track rage rounds I have left, buffs and so on

So with that much damage I am a puddle

No, I calculated the damage from when the combat started. I wasn't using your statblock.

Remember the last spell you passed the will save, so you take only 80% of the damage. That applies to the lingering damage as well.

So, it was like this:

First spell: 18 damage
Second spell: 36 damage

Lingering damage: 40 damage
Attack: 6 damage

Actually, it’s 100 damage instead of 102. I missed by two;


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Hound

And remember that I changed the rage hp increase to Temp HP instead of CON increase, similar to Unchained.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7
DM Aku wrote:

@Rose

On your last action, there was small conflict: You cannot smite and use the attack from hurtful in the same hound. Both use a swift action.

You're right. My mistake.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

I was going by the old rules since I wasn't interested in unchained.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Unchained has a few good ideas. Changing barbarian bonus hp to temp hp is a good one. Stops the odd ability of high level barbarians insta dying on -1hp


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Just a heads-up, if Grumblejack is indeed drunk he has violated our orders of not getting drunk and has to be made an example of.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I'm not sure he understood those orders. Seems like bad business to execute our most powerful minion because he didn't understand what he was being told. We're evil, but lets not be stupid.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Whipping then and no more booze.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Rose

Well, the moondogs did this:

After spending some time observing the horn, they noticed that trying to sneak thru the metal doors was a bad choice.
At first they tried just to teleport inside the place from outside, but that didn't work as well.

Then they infiltrated the caves and from there teleported their way up.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Mysty

Since the golem suffered exactly 96 points of damage, I'm inclined as treating it as normal damage instead of a wasted golem.
The easiest way the repair it would be with spells.

Repairing Constructs
Even with the best of care, most constructs will eventually become damaged. Unless a construct suffers some sort of structural damage that radically alters its physical form, the construct continues to function at its full efficiency, and only falls apart once reduced to 0 hit points. Ideally, however, a construct should see some repair before it reaches that point. The make whole or rapid repair spells provide the easiest way to keep a construct in good condition. Both spells repair damaged constructs, even magic-immune ones like golems.

Failing that, a crafter can repair a construct with the Craft Construct feat. When repairing a construct, its master spends 100 gp per Hit Die of the construct, and then makes a skill check as if he were crafting the construct with a DC of 5 less than the DC for crafting that construct. With a success, the construct regains 1d6 hit points per Hit Die of the construct. Completing a repair takes 1 day per 1,000 gp spent on the repair (minimum of 1 day). Repair in this way can only be performed while the construct is inanimate or nonfunctioning. At any time, a construct's creator can deactivate a construct under his control with a touch and a standard action.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

How we handle depends on the knowledge rolls.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I've changed my spell list for the Moondog fight.

@DM Aku, can mend be used to heal the construct at all? Or only Make Whole?


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hound wrote:
How we handle depends on the knowledge rolls.

Which knowledge rolls are you waiting for? I think I posted most of the relevant information already.

Nahia wrote:
DM Aku, let me know if we can do a research roll (or just take 10 on our Knowledge rolls). Though, admittedly, we don't exactly have any new sources of information. The closest thing I explicitly have in my collection is that astrology book back from Ballantyne: “Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp.

I don’t think you guys remember, but we decided some time ago that there’s no need to knowledge rolls out of combat.

@Mend
Nops. That's a cantrip

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

wow, 18 posts


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Unholy water

That's a good idea, however how are you going to produce vials to store that amount of unholy water?

Vial: each cost 1gp and there's no indication you guys were stockpiling this stuff.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

can't we use a bucket. No actual reason it wouldn't work.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Ask the Baron to buy up vials froma glassblower. But again, by the time enough have been gathered this will be over one way or another.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Why would we not be in armor? Did they attack during the day? For those of us that don't need to get spells back, could we just sleep for 4 hours to be ready? Or not sleep at all? I don't think fort saves for fatigue set in until 24 hours have passed without rest, and they start out pretty low.

Also, Lesser Restoration completely removes the penalties for not sleeping.

I think we're jumping the gun on moving to the next scene. We're trying to ambush them, not take a nap until they show up.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Seconding the bucket thing. Or at least some cups from the pub.

Regarding the resting thing, Nahia would need some time to sleep before changing her spell list, but no reason that she couldn't/wouldn't go ahead and finish her rest, since they wouldn't be coming back without healing. Though, if you want to say that she was resting when they returned, that is fine too.

Seren only spent one spell, so she would still be good to go.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Everyone goes around with a tankard full of unholy water!

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