Ringtail's Rise of the Runelords

Game Master Ringtail

Ringtail's Rise of the Runelords - Chapter 1: Burnt Offerings

The party, along with their newest ally, brave the perils of the Nettlewood in order to face the goblin threat at Thistletop and put an end to the menace once and for all.


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Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Attack of Opportunity: 1d20 + 4 ⇒ (3) + 4 = 7
Saving Throw: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Woh, not so good, on either.


Male Half-Elf Fighter 3

Ansruath would try to kill her if the rest of the group does.


Male Half-Elf Hedge Witch 1

"She won't be difficult to track with all that flour on her. We ought to take a moment to recover and inspect the room before we pursue her. She was up to something here, and I for one am curious as to what that may have been."


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Depending on what that poison does to me, this is my most likely response, so long as I am conscious:

"I agree that we should hunt her down. Let us determine what this pool does, and disable it if we can, so she cannot create more of those creatures to hinder us. If we leave and then return, there is no telling what she might have been able to do to reinforce herself, and we will not know if she decided to flee this structure all together. Even if we are wounded and exhausted, I think we are wiser to press on, lest she get away. Most of the caverns in this place are dead ends, so if we move to block them from escape when while we follow her, she should not be able to flee again. Who ever is wounded, come to me, and I will use the wand to return you to strength."

True to his word, Gorgoron starts with himself and heals some of his wounds: 1d8 + 1 ⇒ (4) + 1 = 5 HP.


"And yet, if we delay, the demon might make a break for the outside," Alyoma counters. "We cannot delay overlong to determine the power of the pool. I am as curious as you, but that creature must be finished at once."


Male Half-Elf Hedge Witch 1

"I'm not too concerned about that thing's departure. It's fairly obvious that it was trying to accomplish something here, and rituals like that take time to prepare. We have have forced it to flee the scene, but I'm sure it won't want to linger too far from this site. If a demon was using this pool to some end, I'd rather not leave it primed for exploitation."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Gorgoron's DEX damage from poison: 1d2 ⇒ 2 He will need at least another 2 saving throws. I'd normally roll them for the sake of haste, but without imminent danger I'd like to give the oppurtunity for those with the Heal skill trained to treat the injury if they so wish.

Alyoma hurls one last blast of force with a quick arcane chant and sorcerous flourish, unerringly smashing into the little winged demon as it flutters down the hallway, sending puffs of flour in all directions. It flips end over end briefly before regaining its bearing weaving down passageways out of sight. As Dehrisan mentioned, with the clumps of white powder clinging to her frame it shouldn't be overly difficult to track the wretch over short distances. The demon's poison courses through Gorgoron's veins, even overcoming his innate resistance to the substance, making him light headed and clumsey.

Feel free to continue role-playing your decision-making process and once the group has healed up and come to a consensus on their next course of action (be it taking time to explore the chamber or to take the initiative in tracking down the wounded demon immediately, let me know and I'll roll into that portion for you).


"If the demon is dead, she won't be using this pool. But if she lives and we can't deny her practical access, then it remains a threat over Sandpoint's head."


Male Half-Elf Hedge Witch 1

Dherisan will attempt to treat Gorgoron's poison as best he can, First casting Guidance for a +1 bonus.
Heal Check: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

That will be good enough to grant Gorgoron a +4 competence bonus on his next saving throw.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Save vs. Poison 1d20 + 4 + 2 + 4 ⇒ (15) + 4 + 2 + 4 = 25

"I vote we try to destroy this pool, then find the creature.
Gorgoron starts to look for a weak point in the structure, even if there is something simple like a drain to pull, or stones that when knocked out will allow the pool to drain.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16


Male Half-Elf Fighter 3

"We could burn it. If you want to do it with force though I think I would need a hammer or a mace." Ansruath suggests after hearing Gorgoron speak.


Male Half-Elf Hedge Witch 1

"I'd really prefer that we understand what it is first. Just because a demon was harnessing its power, it does not mean that the pool itself is inherently malevolent, and we might be able to turn whatever properties it may possess to more benign purposes." Dherisan begins inspecting the pool, looking for any sign as to what its function might be.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge (Arcana): 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Taking a hint from Dehrisan, Gorgoron will take a look at the pool from other perspectives to, trying to divine its purpose.
Knowledge: Religion - 1d20 + 4 ⇒ (11) + 4 = 15
Knowledge: Planes - 1d20 + 4 ⇒ (18) + 4 = 22


"Dehrisan, that demon summoned two of those abominations to attack us from that pool. How you think that it could not be mavolent is beyond me."

"If you wish to toy with the pool, here is a quick thing you can attempt. Let a drop of your blood into the pool, like the demon did, and see what it summons. Only let everyone be healed first, and standing with ready weapons."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Well, Gorgoron's saving throw obviously succeeded :). However it is two save poison, so he'll need at least one more success to fend off any affects of what is remaining in his system.

Gorgoron and Dehrisan: The font at the top of the stairs where the quasit summoned the strange creatures from appears to be made of mortared bricks, though of a strange, perfectly smooth and off color stone. There is no apparent method built in to drain the pool, though, barring magical intervention, with enough time and effort one could probably hammer away at a lower brick or two or chip away at the mortar holding it together. Little can withstand the might of a dwarf with a hammer and a little time on his hands.

Dehrisan: You notice some faintly glowing runes within the font, they appear to warp the power of transmutation and conjuration. Since transmutation is involved then it is likely that the monsters that crawled out and attacked were likely formed out of the demon's blood, with a summoned sentience from elsewhere, albeit a weak one at best. The pool itself faintly from within, a testament to its magical power, however, since you did notice it flicker and weaken upon summoning the duo moments before; you'd guess that the strange, cold magma fountain can only do so a certain number of times before it needs to be magically recharged.

Gorgoron: Though the shine outside this chamber is to Lamashtu, the Mother of Monsters, you see no specific significance on this font linking it to the dark goddess. The beings that crawled out were certainly alien in their appearance and personality, and crawling out of this pool would suggest a summoning, but you know of know extra planar being that matches their looks.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron pulls his dwarven hammer from his belt and positions himself near the edge of the pool.

"This is a mystic pool of unknown significance, but one located within a temple to Lamashtu, the Mother of Monsters, and we have seen it give birth to monstrosities. I doubt highly that any good could ever come from it. I for one feel we should attempt to destroy it immediately.

His final poison save, assuming more medical aid from the party: 1d20 + 4 + 2 + 4 ⇒ (1) + 4 + 2 + 4 = 11
Damn 1...


Male Half-Elf Hedge Witch 1

Dherisan nods as begins searching the room for anything that might aid in the pool's destruction. "I agree. As far as I can tell, the creation of these creatures is the pool's primary function. Though I wonder... If these monstrosities were created from the blood of a demon, do you think that some different form might be spawned from one of us?"

As far as I can tell, would physically destroying the pool have any adverse effects?


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13
Dehrisan wrote:

Dherisan nods as begins searching the room for anything that might aid in the pool's destruction. "I agree. As far as I can tell, the creation of these creatures is the pool's primary function. Though I wonder... If these monstrosities were created from the blood of a demon, do you think that some different form might be spawned from one of us?"

"An abomination, I have no doubt. Even were it not, you'd be either summoning a creature from the beyond, a demon most likely, regardless of appearance; the alternative would be far worse I think, that you'd be creating a new life upon this earth. Would you wish to sire a child upon this thing? A new life is a union of fleshes and spirits. Would you begat new life by joining your spirit to this thing? I hope not."

With that, Gorgoron picks the weakest looking part of the pool, and waves the others back. He tries his best to swing in a fashion that will not splash himself with water, but in case it does, he makes sure no one else is in the splash zone. He then double checks his hammer to make sure it bears no spot of blood. He didn't use it in this battle, so there should be none. If there is, he carefully wipes it off. With that he raises the hammer high and strikes down, again and again.

1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (6) + 4 = 10


Male Half-Elf Hedge Witch 1

Dherisan turns his head to the floor, somewhat embarrassed at his lapse in moral judgement. "Yes, I suppose you're right. There are runes within the pool - if we could simply mar those, the magic would be disrupted."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

1d2 ⇒ 2 more DEX damage for Gorgoron.

Dehrisan:
You are unable to tell if there will be any specific negative effects that would stem from destroying the font. As with many ancient, magical relics, the results could be explosive or negliable.

Gorgoron's hammer rings mightily against the strangely colored stone holding the frothing, ice-cold, lava-like liquid, though it resonates with a sound more akin to metal than rock, and indeeed appears to dent rather than chip. Under the weight of the priest's repeated blows the font's surface distorts and flattens, as a hot blade under a blacksmith's hammer. The strange liquid splashes and sloshes about, seemingly responding to the transferrence of energy from each and every swing with strange motions, giving it the eerie sensation of sentience. Like an ooze the liquid bubbles about, popping as if in pain, and the light coming from within flickers and dies erraticly. After the dwarf's final swing, a chunk of the weakened material gives, and the contents within spill out across the dias; a silent orange lightning rippling across its surface before dying, the freezing magma qhickly reverting to mundane, grimey water.

I'll need a reflex save from Gorgoron and any who chose to be near the font to avoid cold damage as the fountain breaks and spills its contents across the floor. Any wounded by peircing or slashing weapon in the last fight who has not had that damaged healed and might still be a bit bloody will want to roll especially.


Male Half-Elf Hedge Witch 1

Ref Save 1d20 + 4 ⇒ (16) + 4 = 20

Like a cat!


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Reflex Save: 1d20 + 1 ⇒ (4) + 1 = 5
Like a dead cat!


Standing at the other end of the room, watching for that flour-covered demon to come back, crossbow and cold iron bolt ready.
Alyoma did not think that messing with that pool now was nessesary.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

1d6 ⇒ 2 cold damage to Gorgoron. I believe the only physical damage that he took in the last fight was the thrown dagger, which he healed, correct, otherwise it was all energy based damage (the shocking grasp spell)?

Dehrisan manages to hop back as the strange liquid cascades over the dias, avoiding its supernatural chill. Gorgoron, however, stumbles in his attempt to evade it. The substance burns him with its biting chill, like thousands of icy daggers peircing his flesh. As soon as the sensation comes however, it departs, as the magic leaves with only a shivering dwarf in its wake.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Yes, I think the knife was the only "open" wound he received, and he did heal since then.

Gorgoron shivers, and tries to shake himself off as best he can. He then looks around what is left of the pool, now empty...
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Then, unless he sees something else of interest...Gorgoron moves into the empty pool and looks closely at the runes. Then as Dherisan suggested, his smashes them with his hammer until they are no longer recognizable as what they were.

"Well, that's done. I think we should track down that flying creature now, and not wait until later. If we leave, it will have time to wash off the flour, and it may hide from us indefinitely. Right now we may be tired, but he is weakened, alone, has used much of his magic, and cannot use his invisibility, which may be nearly his only form of defense. When he is dead, we can return to the town knowing this temple is cleansed, and no evil beast hides beneath our steps."


Male Half-Elf Fighter 3

Ansruath nods after Gorgoron speaks before saying say "Than could we have someone look at this?" He moves his armor to show the greenish wound he had on his shoulder from an earlier fight. He was worried he could get worse.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

What is your current HP Ansruath? Who else is injured? Lets get you healed up, and get this critter finished off. Sorry, but I can't heal back any ability damage yet (including my own). Next level.


Male Half-Elf Hedge Witch 1

Dherisan will treat the wound, at least. He can't heal damage either, but he can stop further damage. If the poison has not yet run its course, then Ansruath makes his next save as normal, but on a failed save Dherisan will take the damage instead of Ansruath.


Male Half-Elf Fighter 3

Sorry did not see your post Gorgoron. I am at 13/22 HP but Ringtail said unless someone does a DC 20 heal check I am stuck with the mark which I have no idea what it does.


Male Half-Elf Hedge Witch 1

Casting Guidance +Heal Check! Ah ha! Ah HAHAHAHA! 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Ansruath wrote:
Sorry did not see your post Gorgoron. I am at 13/22 HP but Ringtail said unless someone does a DC 20 heal check I am stuck with the mark which I have no idea what it does.

I think you are talking about the Vargouille bite. The damage specifically caused by its bite (the d4 that it did) cannot be healed via magic without a DC 20 CL check.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

I don't have any 'real' spells left, just the wand, so I doubt a caster level check would work. We can try it though. If I use a Channel Positive Energy, can I attempt a Caster level check with that to heal the affect? I would think that would work...

CPE 1: 1d6 ⇒ 41d20 + 5 ⇒ (3) + 5 = 8

Gorgoron: 17/15
Ansruath: 22/17

CPE 2: 1d6 ⇒ 31d20 + 5 ⇒ (4) + 5 = 9
Gorgoron: 17/17
Ansruath: 22/20 (Last 2 points of damage are Vile)
Anyone else injured gets +7 HP back as well

"Anyone else still injured?


Male Half-Elf Hedge Witch 1

I've only got Sleep left, and we know these thingers are immune to it, so I'll burn it and try to heal Ansruath. Casting guidance first for a +1 to the check.

Heal Check! 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Healing Powah! 1d8 + 2 ⇒ (5) + 2 = 7


Male Half-Elf Fighter 3

Ansruath nods his thanks to both Gorgoron and Dehrisan before answering Gorgoron "I am fine now."


"Shall we hunt that creature now?" Alyoma asks.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Hefting his spear and adjusting his grip, Gorgoron responds, "Lets finish this."


Male Half-Elf Fighter 3

Ansruath nods "Let us go than."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Gorgoron wrote:
...If I use a Channel Positive Energy, can I attempt a Caster level check with that to heal the affect? I would think that would work...

I think the channel is (su) so I believe that it qualifies as magical healing with a spell level of 1 at whatever your current CL is. So that should be fine.

Following the trail left by the tiny creature's fluttering wings blasting puffs of flour is easy (DC 10 Survival, which I think everyone can hit taking 10, so we will go ahead and skip the rolling step). The path twists and turns through the complex before looping back to the smuggler's tunnel where you entered the catacombs and veers off to the path toward the sea. Once you again exit onto the rocky shore and into the bright sun of day the trail goes cold- it will be difficult to track a small, flying demon on the beach under an open sky.

DC 15 Perception or DC 12 Survival:
You note tiney clawed footprints in the sand, almost swallowed and destroyed by the gentle, rippling waves lapping at the shore. Not far from them, bubbling in the water is some dark ichor, the viscious liquid tennaciously holding together amidst quickly dispersing white powder floating on the surf. It looks as though the quasit rinsed itself in the water here, but a quick dunk wouldn't fully clean it. It would likely still be possible to track it, if it took a land route (via a more difficult survival check DC), though if it chose to swim and/or fly out to sea for safety it would likley be lost to you for the time being.


Male Half-Elf Fighter 3

Survival:1d20 + 6 ⇒ (20) + 6 = 26

Well I hope that carries over to the next roll.

Ansruath notices the flour in the water pointing at it he tells the others "I think she tried to wash the flour off if we are lucky she took to the land instead of the sea." He than moves to see if he can find any tracks or signs of the little demon.

Second Survival:1d20 + 6 ⇒ (20) + 6 = 26

Well I guess next fight I am rolling ones.


Male Half-Elf Hedge Witch 1

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

"I see it as you do, friend Ansruath. Let us search about for any sine of it nearby, though, I fear it will have flown off and we may have lost it for now."

Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Survival: 1d20 + 3 ⇒ (2) + 3 = 5


Male Half-Elf Hedge Witch 1

"By the spheres!" Dherisan mutters in a frustrated aside. "I'm afraid I'm not much of a tracker, but I can render some small aid to those who are." He touches each party member on the shoulder as he utters a short prayer, guiding their eyes.
Casting Guidance on everyone. It can be discharged within the next minute for a +1 to any skill check. Also, let me know if anyone wants me to use the Fortune hex on you so you can get a reroll - just remember I can only give it to each person once per day.

"I doubt it would have gone far, though," he adds as he continues to scan the surf. "It has plans for that pool, and at the very least it's going to return to scout out what's happened to it."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Great rolls, Ansruath!

Ansruath's appearently keen half-elven eyes scan for any remaining tracks or signs that the small, winged demon, looped back to land. Not far from you, drifting in the foam and surf along the beach, perhaps only inches to feet into the sea is small, droplets of frothing ichor and powder. It looks as though the quasit is heading along the shore. It'll eventually come to a dead end, if the tracks are followed, but since the creature can fly swiftly, without great haste it will surely outpace the party.

Gorgoron, despite not seeing the tracks, notes a odd distortion in the air some 100' down the beach. Splotches of white goo and black slimey ichor hang off a fluttering shape, heading away from you and the tunnel entrance. The creatures flight is a bit staggered, and it looks to not have quickly recovered from the deep wound it suffered on the point of Gorgoron's spear- she also seems not to have noticed you just yet, likely thinking it has managed to escape. It looks as though the cunning creature tried to go invisible after quickly rinsing off the flour.

The quasit still won't be able to go fully invisible until it has a minute or so to wash itself, the best if can hope for after a quick dip is 20% concealment and a small circumstance bonus to hide (if it can find a dark enough place to do so).


Male Half-Elf Fighter 3

I some how pleased the Dice Gods.

Ansruath seeing the frothing ichor and powders turns to the group "The fiend seems to be swimming along the shore. If we keep moving we should be able to find her." He than sheaths his blade and draws the long sword he was given to deal with the little fiend. With the sword drawn he speaks again "Any idea what we should do to keep her from flying off again?"


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Speaking in hushed tones, Gorgoron responds, "I do not know Ansruath, but we'd best find a way quickly. If someone had a net, or perhaps someone can sneak close enough to snag it with a grappling hook. While it is struggling, the rest could rush it, and finish it off.

"Hold on, I have some scrolls... I have wind wall and searing light. Either might be of use here. Both are beyond my normal capabilities, and might be a struggle to use; they might even fail. But the wall would keep the creature from passing through, and the light might do enough harm to finish the monster, particularly if all our archers concentrate their fire at once."

"Does anyone have a better plan to offer? I can think of little else. If we charge, it will see us and just fly away.


Alyoma nods her head at Gorgoron's words. She makes sure that her crossbow is ready to shoot, a cold iron bolt loaded.


Male Half-Elf Hedge Witch 1

"I think it's the best we'll do out here in the open," Dherisan concurs. "Let me know when you're ready to take your shot, and I can offer you a bit of luck. After that, well, you wouldn't happen to have a few spares, would you?" he asks, gesturing to Alyoma's cold iron bolts.


Male Half-Elf Fighter 3

Did I ever get that bow from back on page 21? I was moving that day so I do not remember if you guys gave it to me or just suggested I take it?


"Yes, I have 3 other cold iron bolts, Dehrisan. You are welcome to use them too, as I am not the best shot." Alyoma answers.

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