GM Erich's Salvation Of The Sages (Subtier 7-8) (Inactive)

Game Master Thereus, Silver Crusader

The entire Jeweled Sages order gathers where they truly began in order to confront their hidden past, purge an ancient evil that has haunted them for ages, and define the future of the Scarab Sages faction.

Game Maps


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Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Searching the library yielded nothing after the aether mention? (The perception checks were a red herring! Sneaky GM =)

"It said the notes on how she made the plague would be here." Sickly whines, as they find nothing of the sort.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

@Sickly The way its written, you always find the notes, the perception check just determines how long it takes. Kind of a weird mechanic they put in. Sneaky scenario writer...

Moving on, the door seems fine and opens easier than the others have. The next room gleams when illuminated, bouncing reflections across the multitude of glass tiles covering the walls and floor. The pool in the center of this chamber is utterly still, and a small, pearlescent object glimmers at the bottom. Another door leads north from the room.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Perception 1d20 + 19 - 1 ⇒ (12) + 19 - 1 = 30

Ru searches the next room, focusing on the pool and the trinket therein. ”Have any of you ever seen a better set up for a trap? I admire the old school nature of this,” he grinned as he set to work.

If he finds one, he tries to disable the trap. 1d20 + 20 - 1 ⇒ (19) + 20 - 1 = 38

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri takes a look at the bottom of the pool. "So... what's down there? The last time I tried to check for magic this lab sucked out my soul." Cirri ponders.

"I could just try swimming down there..." Cirri has a +10 to Swim checks.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly looks at the room unhappily, unsure where to direct his gaze... it quickly becomes obvious he does not like looking at himself, and a room with no way to avoid it seems to be throwing him off.

Perception: 1d20 + 14 ⇒ (12) + 14 = 26

"I don't like this room." He whispers, implicitly agreeing with Ruprecht's assessment. His clammy hands clench and unclench on the haft of his hammer nervously.

Is it small enough that mage hand might work? (hmm.. not that anyone has it memorized I suppose =))

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

As Sickly skirts the edges of the room, his face doesn't quite align in the myriad of mirrors and he suddenly realizes he has just stumbled across a hidden alcove behind a tile on the west wall.

@Sickly The bead is small enough, but since it is glowing it is likely magical and thus not movable with that spell. Also, careful with the spells...

Ruprecht searches especially well, but the well seems perfectly mundane. The glowing bead still shines like a beacon below. Looks like the water is about ten feet deep.

"This was her waste disposal room..." Amenopheus utters, before trailing off.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Oh, yeah." Cirri scratches her head. "Do you remember the memory of that one person who was buried alive when he fell in that well?" Cirri points to her teammates. Except for Sickly and Niko. "You know what they saw about clear water, there's a good reason no one drinks from there."

"Oh, good job Sickly! Let's see what's in the hidden tunnel."

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam agrees, "The hidden tunnel seems like a better choice."

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ru will check out the passage for the group.

Perception 1d20 + 19 - 1 ⇒ (5) + 19 - 1 = 23 +4 vs traps.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

The alcove seems safe. As you open the panel, it looks more like a cramped hiding place than a tunnel. Inside is a canister that contains several items. The first is a vial (filled with a clear viscous fluid) that looks identical to the one you discovered in the lab earlier. There is also a scroll, and two vials of antiplague in the canister.

DC 26 Spellcraft to decipher the scroll without using Read Magic:
Scroll of Heal

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Okay, no magic here. Uhuh, the squiggly line means life, unless it's upside down then it means death. Oooh, the skeleton represents power from within. Oh no! The happy squirrel!"

Spellcraft: 1d20 + 14 - 1 ⇒ (14) + 14 - 1 = 27

Riddywhipple blows some of the dust away and Cirri breathes a sigh of relief. "Oh, I see. It's a scroll of heal! It wipes a whole bunch of bad stuff away and closes a bunch of wounds. Sadly it won't do anything to the... overall negative feeling we got in the mindscape, or when I tried to cast magic."

"We should decide who's going to drink these vials before proceeding. This lady loved the plague."

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

I would be willing to take a drink. Maybe I should drink one of those vials that help with diseases first though.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

You now have two vials filled with a mysterious substance (described as a clear viscous fluid that spontaneously crystallizes into fractally complex formations before melting back to a liquid state) and two vials with antiplague, just want everyone to be clear which vials are being discussed.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Spellcraft: 1d20 + 3 ⇒ (8) + 3 = 11
Heal: 1d20 + 5 ⇒ (19) + 5 = 24

Sickly looks like he wants to say something, then stops himself, eying the ground nervously.

He takes a moment, then tries again, his voice coming out in a near whisper.

"If it gets rid of the disease, that might help." He finally says. "This disease is more then just a pathogen, perhaps it's causing the effect."

Didn't Ciri determine earlier that the disease might be what's causing the problems with spellcasting and negative levels?
Of course, its a painful theory to test... 8(

He does not seem willing to drink down some random substance in a disease lab... even if it is conveniently labeled as a curative.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

@Sickly - there is definitely something down here causing spell casters to feel bad when they cast (so far, just Cirri).

I would also suggest everyone looking at the research notes from the lab one more time.

The distillation notes (from the library) also have a curious passage..."Fading Light feeds on magic, but pure magic overwhelms the disease"

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri tries to remember everything of import..

Removing Mindscape crystals wrote:
The crystals seem to be an integral part of the mindscape apparatus, and if removed, might disable the machine.
Library/Archives wrote:
They are a series of detailed lab notes on refining a substance known as crystalline aether.
Lab notes wrote:

...A fresh harvest from the village arrived today. They seem healthy and strong and I’m giddy as an artist with fresh canvas. The plague grows stronger with every potion I feed them...

...The fourteenth trial failed. One in 10 survived. Unacceptable. The survivors stared at me in gratitude as if things had gone properly. I killed them on the spot, and will send them to gather their replacements from the village. I’m sure their families will appreciate seeing them...

...Strange crystals formed as a waste product from the infected. They radiate a pure aura, one the plague cannot tolerate. Until I master my fate, I’ll set some aside as a precaution and put the distillation notes in the south archive...

...I found Kabede snooping about in the incubation room. I don’t know what he found and cannot trust the div. I’m tired of their constant betrayals! If his mind is the problem, I have just the place to put it...

...A holy warrior crashed into my laboratory, leading an insurrection against me and speaking of the justice of Osiris. His pain at watching the villagers die is only the beginning...

...He succumbed at last! I will cherish forever his horrified pleas to Osiris as the plague set in. No one is immune! His soul will find no rest in death. My plague is ready, my immortality at hand. Soon Jistka, the Pharaoh—all will feel the plague’s touch. I am called to court to deal with a Sarenite uprising, but all should be ready when I return...

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Okay, I think the crystalline ether is a waste product of the infected, and the plague cannot tolerate it. Uh, but I don't know how to actually refine it."

"Also, I wonder where the div's mind went. Maybe it's..." Cirri frowns. "Stuck in the mindscape?"

I don't know if we're missing something here. The only crystals we found are powering the mindscape, and I don't want to risk all those negative levels again.

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam furrows his brow. "The 14th trial failed, and there was the memory of the 14th vial. Can we go back and see if we can find the remenants of that particular experiment?"

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

What does pure magic mean? Anyone know?

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

”And don’t forget about that bead that is in the bottom of the basin. I figure it must play into this somehow.”

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

GM: What distillation notes from the library? We were looking for those, cause the notes mentioned they'd be there, but didn't find any. You're quoting new information!

Anyone have a spell with the [good] descriptor?

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

The distillation notes were the ones you found in the library (ancient osiriani spoiler in last Friday's post by me) - I did add the new quote about Fading Light, so you caught me there :)

Amenopheus answers Loxx. "Pure magic is another way of expressing what we call the universal school, which is what the unknown vials detected as." Amenopheus pauses as he considers a daring idea. "Perhaps if we follow the directions in these notes with the equipment back in the laboratory, we can create an antidote to this affliction that vexes our casters. I mean we do have an expert alchemist with us. I might have to access Tahari's memories from the lab in order to guide you, but I think it will be worth it."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Hmm, if these vials work as universal magic, yeah maybe we can make an antidote. It would be nice not to lose myself every time I try to cast. Lead the way, Amenopheus."

"I'll test things out by scanning for magical auras on that bead on the bottom there." Cirri remembers her spell of Arcane Sight. If she's going to get her soul sucked out, she may as well go big...

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

Amenopheus notices Cirri beginning to cast.

"Wait! Perhaps I can discern the purpose of the bead by accessing Tahari's memories of this room, and you won't have to endanger yourself further, Cirri."

Amenopheus' insight... if you allow him to access the memory:

Amenopheus concentrates and he strains a bit as the memories rush back. His face darkens. "This was where the test subjects were... disposed of, when she was finished with them. The pool was filled with acid. The glowing bauble at the bottom of the vat? It is but a bead from a child's necklace, imbued with light. I'm sure it brought her much joy in life... but alas, could not save her."

He pauses solemnly before continuing. "The vial from the alcove in the wall? Yes." His face twists as if to wrench free a memory not easily released. "That is crystalline aether. Pure magic essence. She hid it there."

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

"I thought that was bad and we didn't want you to do it?" Sickly objects, quietly, with a worried glance towards Amenopheus.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Oh no! We'll refine the possible cure first. Then I'll come back here and try to use the scroll after I try the cure."

"Let's go to the lab first."

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam nods, "I can't imagine this'll be an easy task."

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ru offers to do any alchemy the group might need. Other than checking out old crypts, there was nothing he was better at than mixing reagents and the like.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

"Very well. To the lab." Amenopheus rearranges his hat and leads you back to the lab. Opening himself up to the memories of Tahari's work here, he outlines a four-step process to create antidotes to the bizarre disease that has emerged within the group.

  • Gather supplies of Crystalline Aether check - two vials worth. Looks like you have enough aether to create 7 doses of the cure.
  • Follow Tahari's Notes from the library on how to distill it check
  • Collect a disease sample to test the cure on
  • Manufacture doses of the cure in this room Should take 5 minutes per dose

DC 23 (alchemy) check or DC 28 Spellcraft check after reading Tahari's notes:
You think you could also distill the pure magical energy from two doses of crystalline aether in a 15-minute process to create one dose of Blood of Nethys - a potent extract that can make spells harder to dispel, suppress anti-magic fields, and as a spell component that increases the power of spells. It should also retain its properties as a cure for the disease at hand, even providing immunity to it for a day.

"Looks like all we need is to find a sample of the disease, perhaps from somewhere in here." Amenopheus adds.

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

We don't count? =)

"It was that one, wasn't it?" Sickly offers quietly, pointing at the metal canister sitting on the floor in the corner.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Craft alchemy 1d20 + 25 ⇒ (3) + 25 = 28

”These notes say that I could distill both crystalline aethers into something called the Blood of Nethys. It has all kinds of clever properties, and it will act as a cure or even make the user immune to the disease. We need to get everything together first.”

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Spellcraft: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24
Riddy's Spellcraft: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27

"Huh. If you say so..." Cirri reads over the notes, still not fully sure what to make of it. "So we need a sample of the disease. Maybe it is in that cannister. I can... I can take a look." Cirri makes sure to be as careful as possible as she makes her way to the can.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

Moving over to the canister marked #14, you pull open the contents to collect a sample of the disease to test on.

I’ll need a Heal, Knowledge (nature), or Profession (herbalist) check to handle the disease safely. Or you can automatically succeed if you have the “Poison Use” ability.

Once you tackle that, you have enough crystalline aether to make seven doses of the simple cure or you can make the Blood of Nethys instead (each dose of that sacrificing two doses of the simple cure). Let me know how you want to split it up.

You know Cirri and Riddy have the disease from their symptoms (negative levels)… If you want to spend 10 minutes per person to get a heal check to possibly determine if others have it you could do that. Or each person, that can, could try to cast a spell to see if they have symptoms of the disease, but that comes with the risk of gaining a negative level. Or you can just simply assume everyone has it. :)

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

If no one has Poison Use, Cirri has +10 to K. Nature. I knew that birdwatching would come in handy some day!

K Nature:

Knowledge(Nature): 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
Turns out bird watching isn't very useful at handling disease, lol

"We should make enough doses for everyone, right? I'm no good at checking for disease."

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly has some healing skill... but he really doesn't want to handle the vial of disease =) So will let Cirri grab it.

but, 7 cures takes 35 minutes to make! So time to try to diagnose at least three people while that is going on!

Sickly, well versed in afflictions and symptomology of all sorts, pulls out his healing kit, and uses the time, while Ruprecht is working on the cures, to assess some of his companions. You get the impression it is something he has done many many times before.

He's pretty sure he has it himself... he always gets it... so skips himself.

Heal on Hassam: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Heal on Loxx: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Heal on Nikomedes: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

As Ruprecht completes his work, the dwarf is in the middle of checking on Amenopheus.

Heal on Amenopheus: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

He looks at Fetch with a bemused apologetic look at Loxx. "I don't know what to look for on him."

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

Sickly's doctoring leads to the conclusion that each of his patients suffers from the same affliction as Cirri, except for Amenopheus, who seems right as rain.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

I think Ruprecht has Poison Use, at least it says so on his sheet.

I wouldn't worry too much about Fetch. He doesn't really use magic.

He does have a constant spell-like ability, though I'm not really sure how that interacts with the disease.

Even if we make this cure, should we wait until we are done here to take it? Will there be a chance we could be infected again?

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Cirri, you didn't need to handle the disease canister... Ruprecht has the Poison Use class ability, so could do so safely automatically. =)

edit: oop, ninjaed by Loxx

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

@Loxx So as not to kill off Fetch in mere rounds... I'll say that constant Pass without Trace acts like the spell with a duration of hours per caster level (or hit dice).

With poison use available, Ruprecht has made all the rolls he needs to, so it's just a matter of deciding whether you want 7 simple cures, 5 cures and a Blood of Nethys, 3 cures and 2 Bloods, or 1 cure and 3 Bloods.

And who will drink them, and when...

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam muses "With the possibility, that other sages have been infected shouldn't we just maximize our number of cures?"

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Considering we have 7 infected folks (including Riddy and Fetch) we probably need all of them =)

Though will probably just get infected again... that'd suck.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Let's go for one simple cure for each of us. Cirri can be the guinea pig and use Arcane Sight on that pebble at the bottom of the pond.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Having trouble with the site. If someone wants to roll for me, I’m fine to try and make the simple cures or whatever else the group decides. If this post works, that is.


◆◇◈ ↺ |

Ruprecht carefully concocts a cure for arcane ills.
Craft(Alchemy): 1d20 + 25 ⇒ (13) + 25 = 38

We don't know what the improved cure will do, btw.

Grand Lodge

xxx ||| Under The Eye of the Mantis ||| xxx3

Ruprecht knows, in general, what the Blood of Nethys does, it's in the spoiler above. As for exact mechanical benefits, it is a new item, so you will have to find out if you make some.

Sounds like the group wants 7 simple cures. Besides Cirri, is anyone else taking it right now, or waiting for later, like Loxx suggested might be prudent?

Sovereign Court

NG Dwarf Barbarian 9 / Fighter 1

Sickly will hang on to his for now... he knows he has a penchant for picking up anything in the area. =)

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam will hold off for now.

Liberty's Edge

Neutral Good Human Barbarian (Unchained) 6/Druid 4 (Sheet) | HP: 100+20/100 DR3/- Resist 1 cold | AC: 23 (12 T, 19 F) | CMD: 30 | F: 16, R: 10, W: 14 | Init: 4 | Perc: 16 | Speed 50 |
Tracked Resources:
Unchained Rage 11/17 | Growth 1/5 | Pearl of Power I 2/2 | Reroll 0/1

I willing to try mine, I haven't suffered the worst of the disease so maybe it's better for me.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ru also holds off on using his potion. ”Where to now, gentlemen,” he elf asks as he stows his reagent away.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"I should scan that bead at the bottom of the pool, right? I have a scroll of Arcane Sight I can use. It will last for about 5 minutes or so."

Cirri's heroism wore off while the cure was developed. Once they are back at the pool, Cirri nods, pulls out the scroll and casts. If it's magical, she will try to determine the school of magic.
Spellcraft: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24

If I need another Fort Save
Fort Save: 1d20 + 6 ⇒ (14) + 6 = 20

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