Epic Rise of the Runelords (Inactive)

Game Master nate lange

Following a surprising attack by giants from a number of tribes, our intrepid adventurers find themselves thrust into the spotlight as the 'Heroes of Sandpoint'...


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male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

I also forgot the +1 from haste. If I need it.


map of Sandpoint | current map

In a burst of action spurred on by Val's magic and Jim's song, Oliver, Justinius, and the singing pirate all land telling blows. Oliver just barely manages to penetrate the devil's chitinous skin but his arrow slices through something important and a cold blue-black ichor begins to flow down it's chest. Zenovia, too, just barely makes it through the armor plating but opens up another dark, chilling stream on it's hip. By the time Justinius raises his sword the fiend is already wavering. With one well placed thrust he opens up it's guts and spills its entrails on the floor, causing it to collapse lifeless where it stood.

The cave is empty except for layer upon layer, upon layers, of writings and macabre doodles etched into the walls. It would take days of careful work to discern anything intelligible is the jumble of overlapping carvings, but it all seems to be the depraved work of an extremely bored fiend.

The hallway that lead to this cave continues for another sixty feet with two more caves radiating out to the right. The first is only ten feet further, the second very nearly at the end of this passageway.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"Very well fought, gentlemen!"
Justinius take a moment to be sure the creature is dead, then casts Shield before motioning to the nearest cave.
"Shall I take the lead on this next one?"


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe examines the creature, checking for magical auras.
"Rimy, are you ok? Do you need healing?"
Perception Check: 1d20 + 22 ⇒ (8) + 22 = 30
Knowledge (Arcana): 1d20 + 22 ⇒ (12) + 22 = 34


map of Sandpoint | current map

Val does not detect any lingering spells or other magical effects on the defeated fiend. It's spear was attuned to it but with it's death that aura has begun quickly fading.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

"It's naught but a scratch, Val, but if'n it makes ye feel better, feel free.

"Knock yerself out, Justinius."

Rimy sheathes Zenovia and gives the slain fiend one last look before stepping back out into the passage.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

With Jim's blessing, Justinius moves to the next cave. Shedding his light into the closest cavern, but staying in view of his companions.


map of Sandpoint | current map

The second cave is ten feet wide and tall and twenty feet deep. It ends at a room that has been broken into long ago. The room looks to be some kind of ancient storage room, its contents long turned to dust. It is ten feet by fifteen feet with a door to the right.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe, with a swift movement of her wrist, lets a wand pop out on her hand.
"Let me take care of that."
She uses the wand to cast Cure Light Wounds on Rimy.
CLW Wand Charge: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Charge: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Charge: 1d8 + 1 ⇒ (5) + 1 = 6
After that she "resets" her Spring Loaded Wrist Sheath.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

While they walk through the cave, Oliver whispers loudly: "Does not anyone else think it is strange that a spawn of hell has been residing in that cave for who knows how long?"
...

"Better make sure we do not miss anything that might be right in front of us." Oliver casts detect magic and looks around the storage room.


map of Sandpoint | current map

The cave leading to the small room has no aura but the whole man-made structure the heroes have just entered seems to be warded with some effect to preserve it and protect it from the decay of time. Oliver does not detect any other auras in the room (except, of course, those coming from his allies).


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius stands guard where he is while the others search the room. Waiting patiently for them before entering the next cave.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

"Looks t' me like he was supposed t' be guardin' this passage rather'n drawin' on the walls."


map of Sandpoint | current map

The small room remains bare save for the few heaps of long decayed remnants of whatever had been stored there. The lone door on the far side remains undisturbed. One cannot help in the momentary pause but to contemplate it's loneliness: here it has stood alone since time immemorial, and now that men draw near once more it can do naught but stand and wait...

Or maybe the strange mantis-devil used it this morning, who knows? One thing is for sure though, that door isn't opening itself.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius moves cautiously up to the door, checking for traps.
perception: 1d20 + 23 ⇒ (6) + 23 = 29

Then casts Divine Favor and pulls the door open.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Oliver stands poised, ready to attack anything villainous that may lie in wait on the other side. Sir Reginald appears equally ready to take on any what comes his way.

"Careful my friend" He says as Justinius moves to the door. I imagine this place will be full of surprises."


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r
Oliver Snow wrote:
"I imagine this place will be full of surprises."

"That'd be nice, as I'm expectin' naught but more demons, devils, 'n deranged descendants o' this town's high 'n mighty."


map of Sandpoint | current map

With great anticipation, Justinius swings the door open. Behind it he finds an empty hallway that turns quickly to the left. Following it, the heroes find that after sixty feet it turns back to the right. Coming around the second corner they can make out some kind of statue in a small chamber ahead, and beyond that more hall leading to another door.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe looks for magic in the statue.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius will advance to within 10' of the statue and examine it. Also using Detect Evil.

perception: 1d20 + 23 ⇒ (18) + 23 = 41


map of Sandpoint | current map

Justinius stops mid-stride, about fifteen feet from the statue, when he instinctively realizes that there is a magical trap in place around it...

The statue does not detect as evil but there are several magical auras on it. Val you can roll spellcraft to identify them.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Spellcraft Check: 1d20 + 22 ⇒ (5) + 22 = 27


map of Sandpoint | current map

Val:
The statue is under the same preservative magic as everything else in the ruins. It also has evocation, and transmutation auras... You think that probably the statue will animate and attack anyone that comes within range. The polearm in it's hands has its own enchantment aura.

Now that the statue is more clearly visible, it is revealed to be of a beautiful and intense woman wearing an elaborate breastplate and brandishing a bejeweled ranseur. The polearm is clearly not carved of stone like the rest of the statue but is made of metal and inset with real gems.

DC 25 knowledge (history):
The statue is of Alaznist, the Runelord of Wrath when the Thassilonian empire crumbled. Her Kingdom's eastern border was right around what is now the Varisian coast (the continent used to extend far west of here but a large land mass sunk into the sea when the empire collapsed).


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Cautiously, keeping one eye on the statue, Justinius attempts to disable the trap.
"One moment everyone, there's some kind of snare here."
disable device: 1d20 + 21 ⇒ (12) + 21 = 33

Noticing a slip of the hand, possibly due to his divided attention, Justinius takes a deep breath and summons his mythic power to help him overcome the trap.
surge: 1d6 ⇒ 4


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Knowledge (History): 1d20 + 22 ⇒ (17) + 22 = 39
Valanthe seems alarmed when Justinius advances towards the statue.
"Be careful, it is trapped, with evocation and transmutation magic on it. The ranseur is magical too. Probably will try to attack you!"
I hope that grants a +2 bonus ;)
She looks at the statue and starts to recite an old Varisian song.
"The beauty of wrath lies in the bottom of the Varisian sea, under the waves the hate queen lies, her perfect face lost forever. Alaznist was her name, a ranseur the symbol of her dominion."


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

GRANTING JUSTINIUS +4 (competence) to Disable Device

"Aye, beauty 'n wrath lie in the sea, but 'tis Besmara that her name be!
Lad, this Alaznist 'tis some silly lass what drown'd - so just relax, you're too tightly wound!"

Behind the Scene:
Using inspire competence +4 to Justinius's Disable Device check.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe can't avoid to smile at Rimy's song.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius smirks a little at Jim's song. I always thought of myself as 'coiled' like a snake, not tightly wound!

As usual, the frosty pirates encouragement steadies the hand of the young palidin, and he seems to get the best of the trap.


map of Sandpoint | current map

Justinus does, indeed, get the best of the trap and clears the way through the chamber. Now able to see it up close, the statue is seven feet tall and of exquisite craftsmanship; carved from red marble it depicts a strikingly beautiful but, at the same time, monstrously enraged human woman, Alaznist, with a ranseur that looks like it would be equally at home in a fine museum or in the hands of a great general. From here the heroes can also see another hallway that branches off to the right and disappears up a staircase.

It takes 1 minute for Justinius to disarm the trap, for those of you tracking spell durations.

Justinius:
You've successfully disarmed the proximity trigger but your pretty sure that trying to remove the polearm from the statue's hands would still activate it. You could: try a second disable check to overcome that; tell everyone to leave the polearm alone and keep moving; or, take a second for any buffs people want and then go to town on the thing.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"I'm afraid I have been only partly successful in dealing with this threat. It seems the statue is still capable of causing harm"

Justinius continues, still admiring the fine craftsmanship.

"I can attempt to further disable it, but we should be prepared for combat if I am unsuccessful."


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe holds her hands to her chest.
"Be careful, may Desna bless you."


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

knowledge history: 1d20 + 17 ⇒ (10) + 17 = 27

The runelord Alaznist...and...! Oliver eyes the gilded ranseur with awe followed by disapproval.

"Would it not be more prudent to let the statue be? I do not trust anything in this place and such a prize would surely bring both blessing and curse not to mention the trouble in procuring it."

"..Not that I doubt your abilities, of course." The ranger appends while drawing his bow and aiming it center mass of the statue.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"My fear is that, given the close proximity to the city, even if we do not disturbe the statue, someone else will. And they may be much less prepared to deal with it than we."


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

"I didn't come down 'ere with a plan fer wastin' time nor fer takin' 'alf-measures; I say we do whatever we gotta do t' put an end t' this place once 'n fer all."

'Specially if that means not leavin' behind perfectly good loot!


map of Sandpoint | current map

Well, perhaps I spoke too soon... It looks like you're not really ready for a response from me yet... I need someone to make a decision (attack/disarm/continue on), or interact with something, before I can make a meaningful post...


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"Jim, if you would be so kind, another song may help me concentrate a bit" Justinius sheathes his swords and begins to work on disabling the statue for good.

"Jim, if you wanted to be across from me, in case this thing makes a move, we will have it in a bad spot already. Oliver, if you wanted to knock an arrow and give it a half draw, that might be prudent."

Here goes!
Disable Device: 1d20 + 20 + 4 ⇒ (8) + 20 + 4 = 32


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

GRANTING JUSTINIUS +4 (competence) to Disable Device

"Traps 'n spells can go t' Hell when Redarm's in the room,
His keen eyes 'n fingers deft are any ward's certain doom."

Behind the Scene:
Using inspire competence +4 to Justinius's Disable Device check. Will also move to flank statue opposite Justinius.


map of Sandpoint | current map

With a few well-placed tools, and a sharp blow to the statue's wrist, Justinius disables the trap's other trigger and slides the beautiful ranseur free of the stone hands which have held it for countless years.

The now inert statue stands at the intersection of the original hallway which continues straight ahead and another passageway which branches off to the right.

detect magic and DC 23 spellcraft:
The ranseur, in addition to its artistic value, bears a speed enchantment.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Spellcraft Check: 1d20 + 22 ⇒ (4) + 22 = 26
Valanthe looks at the weapon with gleaming eyes.
"It is a beautiful thing. And magical. Anyone using it can attack as under the effect of a Haste spell!"


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe peeks on both exits (right and in front), using her magical Darkvision.
Perception Check: 1d20 + 22 ⇒ (10) + 22 = 32
"What do you say? I think we check the right passage first."


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"Sounds like a plan, Val." Justinius says, taking a position ahead of the others but waiting for everyone to be ready.
my daylight spell should have plenty of time left on it.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

"Sounds pretty, but I wouldn't want Zenovia gettin' jealous."

Jim shrugs at the suggested route. "One's as good as the other t' me."

The pirate walks up and makes his way down the right hall, not bothering to look if anyone's following him.

Behind the Scene:
If Justinius doesn't stick near Jim, he'll skulk ahead in the dim light at the edge of the daylight spell.
Stealth/if in dim light: 1d20 + 16 ⇒ (2) + 16 = 18
Hey, you never know... maybe there's one of them unobservant devils what can't see in the dark up ahead.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius stays even or just behind the burly pirate as they make their way.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe take a wand out of her Handy Haversack, and applies it to herself.
Casts Heightened Awareness on herself.
For 10 minutes she gains a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, she can instantly dismiss this spell and gain a +4 bonus on that check.

After that she will hustle after both of them.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

"That was nicely done Justinius...I knew you could do it" Oliver says as he eases the tension on his bow.

"I wonder... how many others have tried to take that weapon from its wielder...and failed"

...

I am inclined to agree with Val. You guys go ahead, I'll keep an eye out behind us. We certainly do not want any of the cretins down here sneaking up on us."


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Jim begins rumbling a chanty to himself under his breath...

"Oh the waves may roll and the wind may blow,
And the ship may rock and the timbers bow..."


map of Sandpoint | current map

Jim and Justinius lead the way to the right past the statue and up a short staircase. When the hall levels back out into flat ground there is a passageway that branches off to the right and a second stair case straight ahead. The passageway travels thirty feet then takes a sharp left hand turn. Whatever is at the top of the staircase cannot be seen but a sound like a trickle of water falling into a pool can be heard echoing down the stairs.

which way are you heading?


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Calling back to their archer sentry, Justinius says "Oliver, we have arrived at another fork. Would you advance your position to cover us from here?" Then, to the others, "Up the stairs to the sound of that water gets my vote." He says with a grin, before treading lightly up the stairs.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe keeps behind Justinius, holding her burning holy symbol, illuminating the way.


map of Sandpoint | current map

nothing to worry about:
2d20 ⇒ (12, 16) = 28

what's everyone else doing

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