Rappan Athuk set in Nirmathas, Golarion

Game Master baldwin the merciful


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Evil GM

Duncan:
You don't register a ping with either the old beggar or the bartender. However as you scan the room there is table of 4 mercenaries that resonate faint to moderate evil. By judging from their gear they look well trained. One man's bastard sword resonates strong evil. Those mercenaries are sitting with young woman who is not resonating evil. They are not romantically hitting on her but rather speaking with her.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Kalim alters reality with a wish, giving himself True Seeing.


Evil GM

As you scan the room there is table of 4 mercenaries sitting with a young woman. They are speaking with her, minding their own business.

Kalim:
The beggar still looks like a beggar.

The young woman is actually a male human. He appears to be wearing a cloak made out of bone and he is holding quarter staff made of bone with skull on top. He is wearing a headband, and amulet, a couple rings, You a fairly certain he has many more items on his person that you can't see. Your eyes do meet and he exhibits no fear. You also notice there is an invisible owl perched on the top shelf of the bar.


The beggar begins to flap his arms like wings. "AWWWWWWK...AWWWWWK!"


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan noted the mercenaries and turns back to his drink mulling over the cup a moment.

It wasn't a crime to be of villainous intent in and of itself. So starting a battle in here with no justification wasn't in the cards, nor would his goddess agree with it. But maybe he didn't need to start a fight.
That sword resonated strongly of evil. Common inert weapons did not do that so it was not only enchanted but the creator must've been a fiend in his own right. Worth an honest attempt to remove it from public access.
And if they did start a fight he was on his home turf and a famous warrior in this town. Local law support was unlikely to be a problem. But why go into honest negotiations wilt evil unprepared. You never knew how such an interaction could go. He had a couple of protections that wouldn't need verbal or somatic components to give his spell casting away.

He turns back towards Karnong and whispers Them at the table er an evil sort and that sword is hummin' wit the stink O villainy. Not a common item. Ready yeself, I'm gonna attempt ta buy it Then the dwarf hitches up his belt a notch tighter speaking quietly to his Magical Scabbard. Cast Bless on me sword when I draw it

He reaches to his belt and pulls out his tankard of the drunken hero, emblazoned with the symbol of Iomedae and drinks from it, which activates it's magic granting him HEROISM for the next 30mins. He then places it back on his belt.

Then he looks again at the Evil sword being carried by the mercenary.Duncan is in a bar, so his sword is sheathed and shield is in his back.
Ho There! Fellow, that be a finely crafted hilt if I ever saw one
He strolls over to the seated Mercenary.
Ne'er seen ye round before but I be a Smith O some skill and can recognise skilled work
Craft Weapons to assess value-: 1d20 + 15 ⇒ (14) + 15 = 29

There be a fine trade market Fer such things about this town, might'n be I'd be a buyer if ye were wishin ta make some coin?


Evil GM

Duncan when you speak towards the table and take your first step the young woman says, "Good sir, please stay put, we caused no issue here. And this is one of those times you should just lick your days wounds and not search out trouble." Her voice is calm yet authoritative. Her hand motions to your groups many visible wounds showing.

It doesn't look like your group healed up following the dragon battle.


The old beggar stumbles off the bar stool and directly into Duncan's path flapping his arms. "I have wings like a dragon. Get on my back and we can fly."


Evil GM

RA Initiative:

Desmond: 1d20 + 12 ⇒ (4) + 12 = 16
Nym: 1d20 + 4 ⇒ (14) + 4 = 18
kalim: 1d20 + 4 ⇒ (7) + 4 = 11
Karnog: 1d20 + 1 ⇒ (19) + 1 = 20
Duncan: 1d20 + 1 ⇒ (17) + 1 = 18

guards: 1d20 + 6 ⇒ (14) + 6 = 20
young woman: 1d20 + 7 ⇒ (19) + 7 = 26

If anyone takes an overt movement towards the table we'll go into initiative.

Initiative order:

Young woman
Guards
Karnog
Nym
Duncan
Desmond
Kalim


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Duncan, leave it be. They ain't done nothing here in town and ain't causing us no trouble. There is no reason to bust up the alehouse and get a bunch of people hurt or killed for nothing, right?"

Karnog raises his voice, and mug, towards the lady speaking.

"Lass, we're all just on edge here, and definitely don't wanna go picking fights over nothing. If you'd like to sit and talk for a spell, you're welcome, if you'd like to mind your selves, I'm game there too."

Karnog whispers to Duncan in dwarven:

Dwarven:
"Brother, they might have all the bad intentions in the world, but we just got out of a serious scrape by the skin of our teeth. Let it go, please."


Evil GM

It looks like one of the guards, a half elf, who has breastplate on and scimitar nearby would like to inject but he does hold his tongue.

The young woman responds to Karnog, "We are fine at our table by ourselves."


In a hissy voice the old man says, "Ssssettle down or they'll eats you alive."

"Oh No they won't...only gators, whales, and dragons eats you alive. They no gator, whale, or dragon." The beggar responds.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Current Buffs: HeroismDuncan does pause in his movement. The woman wasn't radiating any evil herself and his play had been made.
She was holding, and given the state of Duncan and his companions perhaps that was worth considering. Run of the mill mercenaries were not normally a challenge for even a single member of his group, given their advanced talents.
He wondered if she was their leader or merely attempting to hire them on.

He bowed to the woman.
It HAS been a long day. Fear not Fer me wounds girl, I heal real fast. But I'll leave ye ta yer business.

He turns back to Karnog and sits back down.
Getting overconfident or stupid in me old age. Day ain't over and didn't bother fixing our ailments for comfort O being back in Town. Dunno if'n ye wanna head out again today, but either way, let's clean ourselves up shall we and move onto whatever the next step is.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond doesn't really know of any hostile stuff going on so he doesn't plan to do anything that would start initiative.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Kalim casts tongues.

In Dwarven:
"The female is a male with many items in disguise. There is an invisible owl here as well. We should tend to our wounds, subtly if possible. I don't need a fight now but we ARE vulnerable."


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Dwarven:
Fine. These guys aren't our objective anyway. Let's git to a more conspicuous place and heal up. A fight here is not what we set to do today. We're either going after Grimm or the graveyard, let's go. And this time let's just port there if ye got a few uses O that left.

Duncan gets up ready to leave. They did look a ragged bunch and would likely burn through many uses of their wands and a good bit of Karnong's healing waves before being ready to battle again.


The beggar continues to flap around the area squawking semi-coherent muttering to himself. He eventually finishes up his tankard of beer. He slams the empty mug down and proclaims, "I've never meet another survivor before. We are few." With that he begins to walk to the exit.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Yes, let us go and find a more private area. We can heal up and prepare out next sortie from there."

I can channel or use wands or what. Sound off to what you need for healing.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan places a hand on the old man, to stay him before he leaves Survivor? What're ye Fer, old man?

The dwarf was ready to leave but fate was a funny thing and in a world of magic, gods and demons the ramblings of a madman could mean something...


"Eight of us found it, eight went in, I alone survived his wrath." He shakes his head, "the fear, the torment, the fire, he toyed with us. I watched him eat each comrade. I gladly gave him my foot and he let me live. Years later and I still piss meself."


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Are you talking about the dragon, old timer? Giant fire breathing lizard, full of magic and evil? Do you know where it lairs?"

Suddenly interested in the drunkard's ramblings, Karnog absent mindedly channels to heal everyone within 30', then draws his wand and begins tapping Kalim with it.

Channel Energy: 8d6 ⇒ (6, 4, 1, 3, 1, 1, 6, 5) = 27 healing

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

6/8 channels remaining

39/50 charges left on wand CLW

GM queation: the rod of resurrection, is that the one where 1 charge = Heal and 5 charges = Resurrection? And a 1 on a d20 if theres no charges left = rod goes poof?


Male Drow Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Nym sits quitely watching the surface dwellers and there antics


Evil GM
Karnog Kegmeister wrote:

"Are you talking about the dragon, old timer? Giant fire breathing lizard, full of magic and evil? Do you know where it lairs?"

Suddenly interested in the drunkard's ramblings, Karnog absent mindedly channels to heal everyone within 30', then draws his wand and begins tapping Kalim with it.

GM queation: the rod of resurrection, is that the one where 1 charge = Heal and 5 charges = Resurrection? And a 1 on a d20 if theres no charges left = rod goes poof?

I have to look at rod? do you recall where you go it?

He uses his knuckles and hits his head twice. "You're a smart one."

The other voice appears, "Dwarf is dense...dummy."

----
NYM:

The guards and the young woman are looking at your party's antics.


Evil GM

Karnog it acts as a resurrection spell CL15. Each charge equals a resurrection spell.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Currently running HEROISM, 20mins from his mug. Karnog's channel puts him at 68hp if combat is initiated

Duncan feels Karnog's healing wave wash over him and a good portion of his wounds heal.

Once Karnog starts pulling his wand however he ushes everyone out the door, since the Guards and woman he's just spoken to earlier were still taking an interest.

Since her own comment was that they looked worse for wear, he hoped the sight of a cleric healing allies wouldn't trigger any aggression.

He ushers his allies towards door, where men pretending to be women couldn't hear their conversation or next moves.

He allows them to keep talking as he shoos everybody along, and pulls his on wand of CLW and taps himself for a full 2mins (20uses) before offering it to his friends. He ushers them towards a familiar area (the nearest Goodly temple or failing that, the smithy)

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Duncan is at full HP with 18ish mins of Heroism left. 30charges of CLW left.

Duncan casts detect magic on the Old man, not sure if his madness was natural or magical. He had a Cleanse spell prepared if the man was cursed...
The dwarf looks at the tip of his wand when he is finished healing himself. That went quick. Gonna need a new one soon. Now man, we're ye friends, what'd ye after with a dragon? where's tha lair?
Detect Magic and study the man, also sense motive for any lies or gain a sense of compulsion
Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14


Evil GM

As Duncan and Karnog begin their healing process the Old beggar leaves the alehouse. He doesn't wait on the group, nor does he appear to care if you heal yourself or not.

Duncan you mentioned ushering everyone out the door, how far out the door are you?

Duncan the old beggar leaves before you ever get the chance cast detect magic or diplo to him.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Not sure. Depends on how much time you are letting elapse after the beggar leaves. I'd imagine Duncan ushering Everyone out as the old man said "You're a smart one" to Karnog. Since it would take a moment to get everyone out the door, the old man would have to break into a quick hustle to get any distance between himself and the group as the 5 of them exit. I imagine Duncan would call to the man to wait a moment but your call on if he runs. I'd say Duncan would hustle after him for about 40ft then give up if the old dude breaks into a run. It would take 2 mins to use that many taps to heal himself. How far is the nearest Chapel, since that or the Smith is where Duncan would go


Evil GM

I bring this up because you and Karnog are doing a boatload of actions and well...evil stuff happens. ;-)


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I get it, but unsure how long you are allowing before going to initiative. The group's plan was to leave and healup. Karnog's and Duncan's actions take about 2 mins and can be completed as the crew walks away from the in. Assuming 20ft speed for a Dwarf per 6secs, that's 400ft away from the inn after 2 mins. Unless something actually interuppts the group they will have done all this. So if those bad guys are massacring the inn keeper and patrons for example, the Group would need to hear it or be interrupted by someone to be alerted. Otherwise they are healed up and talking about leaving again...


Evil GM

The old beggar is not hustling but he is not waiting for you. The beggar continues to flap his arms and squawk loudly as he moves away.

You'll only get about 30 seconds (5 Rds) to cast healing spells before he moves through and stumbles away. There are intervening events that will require you to choose: 1) finish healing yourselves if you are injured, 2) catch up to the beggar, 3) investigate, or 4) spend resources to buff. If you choose not to spend the additional time healing yourselves than remove those HP from your character. Those not injured have can eliminate the need to heal self.

The beggar is still insight when you hear warning bells. You can't see what is causing the warning from your current position, the building are blocking your view to most of the town. In other words, you will need move and reposition yourselves in order to get a full sense of what is happening. As the bells ring activity starts to stir as windows open and candles can be seen.

FYI is nighttime, 9:30 pm.

Reminder: make sure spells and resources are tracked.


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"You have GOT to be kidding me! This night just never seems to want to end."

Karnog stows his wand and casts his most powerful self-buff spell, growing silvery white wings and casting light in a sparking aura in a flash.

Stow wand, cast Greater Angelic Aspect.

"I can't use the breath of life spell again today, so please avoid nearly dying again. And if you have potions, now's the time to use 'em!"


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

How many rounds do we have to buff once the warning bells go off? Desmond will start buffing in the following order of importance: Fly, invisibility, reduce person.


Evil GM
Desmond Aeros wrote:
How many rounds do we have to buff once the warning bells go off? Desmond will start buffing in the following order of importance: Fly, invisibility, reduce person.

It was a total of 5 RDs before Warning bells went off. they went off as the beggar walked away.

Theoretically you have as much time as you want AT LEAST until the danger gets to you. HOWEVER, how you use time is important because events aren't standing still. So as you buff other things are happening that could impact the situation. Then again you could be using all those buffs simply because Mayor Featherton lost his cat or the weekly readiness alarm.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond would not start buffing until the warning bells went off and Karnog told us to get ready. So round 1, using wand of fly on self. Round 2, wand of invisibility. Round 3, wand of reduce person. When s%$~ hits the fan just let me know and what I managed to get off before we start.


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

Kalim accepts the heals and lets the old beggar go. Perhaps one day he could heal his madness, but many things were more pressing.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Then at the point when the bells went of Duncan had received Karnog's channel and getting 5 clw taps. This puts him at 80hp.Duncan is still running HEROISM from his Tankard-20min duration. GM call on how long has passed. GMW is running on his Sword, Gutbuster- (16 hrs duration), Overland Flight which he activated against the dragon should still be running it's 5 hour duration

On the sound of the warning bells, Duncan inclines his head to the commotion.
Trouble again. If ye're ready let's move

Duncan will use a Move Action to FLY 40ft towards the noise (Drawing his sword and shield as part of the Move), His sentient Scabbard, did as was earlier commanded and Cast Bless Weapon on the sword.
He will use a Fervour SWIFT action to cast CURE SERIOUS WOUNDS on himself and having to sacrifice his SEARING LIGHT spell to do it.
Cure: 3d8 + 15 ⇒ (7, 5, 4) + 15 = 31
He'll then use a BLESSING standard Action to SUMMON a LILLEND AZATA. As it appears in front on him, he speaks. Need ya ta heal me an Start yer song. We good trouble looming an we need ta be battle ready. The LILLEND acts on Duncan's turn using a Standard action to Cure Serious Wounds on the Dwarf and Beginning to INSPIRE COURAGE
Cure: 3d8 + 7 ⇒ (4, 6, 6) + 7 = 23

At the end of the round, Duncan has moved 20ft towards the bells and is currently 137hp and the party is under inspire courage


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

Karnog, glowing with a silver light, uses his new angel wings to ascend 30' and scan the town. He looks towards the sound of the alarm, but tries to keep both his allies and the surrounding area of the tavern in sight as well.

Perception?: 1d20 + 29 ⇒ (10) + 29 = 39 (Darkvision 60', low-light vision)


Evil GM

Note: go to the campaign info tab and look under the Settlement and Entablements Tab. there you will find a link to the Fentonville Map.

The group is outside of Slywink.

Desmond:
You begin to fly and turn yourself invisible. When you get 60 feet off the ground and are able to peek over some of the rooftops you observe the caravan staging area is ablaze. When you look at the city map you are quite a distance way from the caravan area.

Duncan:
You are nearing top of the buildings but can't quite see over the it yet. Although you do notice an orangish glow off in the distance in sky.

Karnog:
You fly up but aren't over the building rooftops. Desmond disappears and Duncan is a bit higher than you are.

Nym and Kalim you're both still on the ground. (I didn't see you post otherwise.)

Kalim you did use a limited wish to cast True Seeing. You do see Desmond flying over the rooftops.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

Desmond, higher than the others (although invisible to most), shouts down. "The caravan staging area is on fire! Should I charge ahead or stay with the group?!"

Edit: Is resist energy still active on everybody?


Evil GM

Desmond:
From your vantage point it looks like the caravan area was strafed and the fire is spreading out as canvass and wood catch fire.


Evil GM

Desmond:
From your vantage point it looks like the caravan area was strafed and the fire is spreading out as canvass and wood catch fire.


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

"Looks like it was strafed with fire. Our dragon friend may be back."


Treasure Spreadsheet Dwarf Cleric 16 Initiative +1, Darkvision 60', Perception +29 HP 141/141 |AC 26 / T 11/ FF 25 | Fort +17, Ref +10, Will +21|

"Ugh, of course it came to the town. Why wouldn't the beast simply leave us alone?"

Karnog flies higher and casts barkskin on himself, using a charge off his extend rod to double the duration.

"If you have magic to shield you from fire, use it! I have a single-target spell remaining, Kalim, and a short duration blessing to assist against energy attacks."


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

For his part, he trusts his canny companions with recon. Kalim buffs, re-upping Shield and See Invisible, and granting the party 150 points of Stoneskin. "Anyone want to get big?"


AC 22(26)(30)/21(25)(29)/18(22)(26) Hp 15/105 F+8 R+8 W+13 Init +4 Perception +4 150 Stoneskin Human Sorcerer (Aberrent-Blooded) 16

I've got 4 wishes left ...Communal Protrction from Energy could be one. Might also change to a fire elemental. Thoughts?


Male Human Unchained Rogue 16 AC 35/23/25 Perc +21 (+8 vs traps) Saves 11/21/10 HP 142/142
Active Buffs:
Heroes Feast, Fly, Resist Fire 30, Invisibility, Reduce Person

So is resist energy expired on us? Definitely REALLY important for the rest of you to have that up. Desmond's reflex save plus evasion makes it less of an issue for him, but he will undoubtedly still be taking fire damage so it would be appreciated.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan has a ton of short duration self buffs but with a 1 minute duration, won't use them till combat starts. He does have 1 resist energy Communal which he'll drop now
Current BUffs- Herosim-Duration was 20min at the inn so let's say 15min left, GMW is running on his Sword, Gutbuster- (16 hrs duration acts as +4 Longsword), Overland Flight, Bless Weapon 9rds, 150pts Stoneskin, Lillend Azata 9rds left

Duncan uses a Fervor to Swift Cast CHANNEL VIGOR on himself affecting his LIMBS to mimic HASTE, He'll Delay his Standard action till everyone moves in.
Duncan MOVES to equalise the distance to all his allies, and Standard action to touch everyone who allows themselves to accept his spell Gather round, the lot o'ye. I'll protect us from FIRE.

Duncan casts RESIST ENERGY 30, COMMUNAL-FIRE,160min equals approx 32mins each as a Standard Action

To the Lillend Azata, Flapping and Humming it's Inspiring tune he asks, Cast INVISIBILITY on Meself please, don't wanna get chomped again. Keep yer eyes peeled and yer singing goin'

After the protections are dispesned he hovers next to Kalim, I'm Here, boy, ye can make me Big. Gonna give the dragon nother surprise this time. The Summoned Outsider complies.

Char sheet updated. 8 Fervors and 8 Blessings left today. Because of HASTE, Duncan's FLight speed is 60ft and he is INVISIBLE and hopefully Large, if Kalim casts enlarge person on him.
Now someone who can see the damned thing Mark it fer me


Evil GM
Desmond Aeros wrote:
So is resist energy expired on us? Definitely REALLY important for the rest of you to have that up. Desmond's reflex save plus evasion makes it less of an issue for him, but he will undoubtedly still be taking fire damage so it would be appreciated.

if it was cast when you fought the dragon, the first time, yes it is expired.


Karnog Kegmeister wrote:

"Ugh, of course it came to the town. Why wouldn't the beast simply leave us alone?"

"That wouldn't be nearly as fun."


Evil GM

Who is actually going to gather around Duncan? I assume those flying: Desmond and Karnog. Is anyone else?


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Hell yes. Let's do this!

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