Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"Seems to be a theme here under the glassworks, I would go in prepared and weapons drawn."


You can't make out the language, Asa.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick goes to listen;
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
And doesn't hear anything. But at the Desna Knight's suggestion, he readies an arrow.

"On your mark, Calin. You kick the door open."


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Suggestion for marching order; Calin/DK side by side, Merrick 10 ft behind, everyone else side by side in between if we have the space


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Assuming it's about to be relevant


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa lines up toward the center of the group. "More creatures. Yay?"


It will, everyone can roll Initiative.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Initiative: 1d20 + 7 ⇒ (20) + 7 = 27


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Re: Marching Order: Shae needs to be near the front to have a shot at sneak attack damage (30-foot range).

Initiative: 1d20 + 8 ⇒ (14) + 8 = 22


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Yeah I picture Merrick as the rear and Calin and DK in the front with Shae right behind


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa would be close to the front without being on it so that she could decide whether to close in with her blade or back up and lob acid balls.

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

inititive: 1d20 + 2 ⇒ (14) + 2 = 16

He didnt really want to question the orders of the paladin, they were after all sound except well.. He gripped the flail on the one hand as he tried to open the door with his hand. No sense in kicking anything down if he had to... with the door cracked open, He did indeed ready himself and burst through it.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

init: 1d20 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

Rast will go in about the same place in line as Asa so he can either bit of luck or get in and swing a mace.

Should we just set a pretty much consistent door breech order and marching order?


You may certainly make that standard operating procedure if you like.


You open the door.

cathedral. Stone doors stand to either side of the main en trance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.

This room is magically lit, allowing you to see everything without need for a light source. Near the farther pool, a small, winged demon notices you come in and shrieks at you in a rage.

"How DARE you defile the Mother's sanctum?!"

She produces a small dagger and slashes her own wrist, allowing her blood to drip into the pool. In seconds, one of the same kind of creatures you fought near the entrance forms from the pool and exits, and it is clearly menacing you. You do notice that the pool's light diminishes notably.

Knowledge Planes DC 16:

This is a quasit, a chaotic evil outsider.

DC 21:

The take reduced damage. Their DR can be overcome by Good weapons.

Sense Motive DC 20:

A look of surprise, swiftly followed by panic, passes over the demon's face as the pool's light diminishes.

Demon Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Sinspawn Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

So we're looking at:

    Initiative
  • Eloisa
  • Shae
  • Asa
  • Calin
  • Merrick
  • Sinspawn
  • Demon
  • Rast
  • Desna Knight


The enemies are approximately 60 feet away from you. Since there are stairs, charging is not possible.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick, recognizing a demon, will swell with righteous anger.
"Time to go back to the hells, foul demon!"

Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13

As his turn, Merrick will take a 5-foot step closer and let loose a full attack. As a swift action, he will Smite Evil (first time in the campaign whoooo) on the Quasit.

Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
That should ignore it's DR


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Sense Motive: 1d20 ⇒ 9

"So you are the cause of these spawn. Well, that is comforting... once we slay you that should be the end of them."

Walking forward with confidence and determination, Asa pulls together a ball of acid and sends it flying toward the closest spawn once she is close enough to hit.

So move 30 ft closer as my move action, ranged touch attack: acid splash as my standard action.
Ranged Touch Attack: Acid Splash: 1d20 + 4 ⇒ (2) + 4 = 6 (Rast, seriously... you can have your dice back... ;) )

Perhaps it is the sudden dimming of the light, perhaps it is her having to navigate the stairs, or perhaps it is just the though of having to face more sinspawn, but the acid ball goes completely away from its' intended target.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Asa, given killing machine Merrick I doubt it will matter. I seriously want the hero lab of his build to ruin an IRL GM's day.

If there is still anything alive when it gets to me.

Sense Motive: 1d20 + 8 ⇒ (6) + 8 = 14 bahh

"Desna guide your hand Asa."

Bit of Luck for Asa next round.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

He moved forward quickly pushing himseld to get as near their enemies as possible.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Know Religion: 1d20 + 10 ⇒ (2) + 10 = 12
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19

Eloisa moves into the room, and slips to the side of the door. "Keep them away from me until this spell finishes." She begins to cast a spell.

Casting Summon Monster 1


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shae scoots forward so she can get the jump on her flat-footed foes, firing a bolts at the sinspawn. She utters a curse as her aim proves shaky. Turning to Eloisa, she mutters, "Yeah, I'll protect you. Just gimme a second."

light crossbow: 1d20 + 5 ⇒ (5) + 5 = 10 for piercing damage: 1d8 ⇒ 2


Merrick; you do not QUITE one-shot it, but the demon looks VERY bad indeed. Your arrows sink deep, and are guided with righteous force, cutting through it's damage reduction; torrents of blood begin to poor, and the demon shrieks in pain.

It gazes at you, Merrick; it has never been caused such pain before. It makes an arcane gesture, uttering a command word. It then flies up twenty feet into the air, out of range of melee weapons.

Make a Will saving throw, DC 14, please! On a success, nothing happens.

Failure:
You are Paralyzed for 4 rounds.

Shae, your attack misses. Calin, you are close enough for the Sinspawn to move and try to bite you. It does so;

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
A hit! Yay, I actually managed to damage you guys!
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

And Calin, I need you to make a Will save, DC 12. On a save, you are just fine.

Failure:
Anger and rage, such as you have never felt, well up inside you. You think of the women you want and don't have. Jealousy of the handsome, skilled Paladin, one who would call you friend, grow until you want to choke on your emotions. You are Sickened for 1d6: 1d6 ⇒ 1 rounds.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Will Save: 1d20 + 7 ⇒ (16) + 7 = 23

Merrick shrugs off the effects of the magic, face set with determination.

If enemies are still alive when it's Merrick's turn, he will five foot step forward again, and take another Full Attack. If the Demon is still up, that's his priority. If not, it'll go towards the Sinspawn.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8 +4 if it's the demon.
Damage: 1d8 + 5 ⇒ (8) + 5 = 13 +4 if it's the demon.

Attack: 1d20 + 5 ⇒ (13) + 5 = 18 +4 if it's the demon.
Damage: 1d8 + 5 ⇒ (8) + 5 = 13 +4 if it's the demon.


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Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Heh, congrats GM... wait a minute... ;)

Seeing the creature bite into Calin, Asa goes white. "Calin!"

Closing the remaining distance, she steps behind the creature of sin and rage.

"No one bites my ..." "Friend? Comrade in arms? Associate?" Failing to settle on any of these, Asa just lashes out at the back of the spawn instead, saying, "No biting period."

Turn Crunch: Move into flanking on the spawn with Calin, attack spawn.
Melee attack, roll 1: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Melee attack, roll 2: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Since Shae won't be attacking this round, I'll post her next round's actions now to keep things rolling.

Shaedeen scoots back to Eloisa and stands sentinel before the mage, taking a moment to reload her crossbow should the winged demon go airborne.

"Wow...did Asa just nearly call Calin her friend?"


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

The Desna Knight charges at the sinspawn seeing it as the biggest threat and a chance to finish him before he get's a second chance to hurt his friends. "Merrick seems to have control with the big ugly one."

AC is now 16
Attack: 1d20 + 6 + 2 - 1 ⇒ (12) + 6 + 2 - 1 = 19
Damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

will dc 12: 1d20 + 1 ⇒ (4) + 1 = 5
Perfect!

attack roll: 1d20 + 6 + 2 - 2 ⇒ (17) + 6 + 2 - 2 = 23
damage: 1d8 + 3 - 2 ⇒ (8) + 3 - 2 = 9
He began to shake as he grew red in the face. With a quite unhealthy growl of rage he swung the newly found flail towards the spawn of evil before him.


The two of you both connect and deal damage. It is on death's door, badly injured.

Waiting on Eloisa's action.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

For round 2? Sorry

Eloisa's spell finishes and a Celestial Eagle appears in the air next to the demon, and attacks. It bites at the demon. After the eagle attacks, and if the demon is still alive Eloisa fires a force missile at it. "Thank you Shae. I appreciate the guard."

Swift Action for Eagle Smite
Bite Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Damage Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Eloisa, your summoned Eagle manages to cut through the demon's damage reduction, and does just enough damage to drop it, sending it screaming back into the Hells.

Merrick, your first arrow, sent now at the Sinspawn, misses. Your second one hits, whizzing past Calin and embedding itself into the creature's skull, killing it.

You are all out of combat. There are no further enemies in the room.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick retrieves his arrows, then searches the demon's body.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

"I think she did call him something that isn't insulting." Eloisa whispers to Shae. She starts to look around the room.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa flicks the blood off of her blade, spitting on the corpse of the spawn. "Good riddance to you and your master." She quickly turns to Rast. "Calin was bitten, make sure he is ok. I will be over there," she points to a point approximately out of range of any positive energy about to be bantered about, "while you do... looking around."


Merrick, on the body of the demon, you find a tiara worth 50 GP, a black silk gown worth 25 GP, an obsidian holy symbol of Lamashtu worth 10 GP, and a +1 cold iron returning dagger.

Also, you all notice that the pool that the sinspawn emerged from is still glowing, though it is noticeably less bright than before it disgorged the sinspawn.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick sneers at the unholy symbol. He leaves it where he finds it, and picks up the other gear.
"Shae, might you be interested in this dagger?"

Merrick walks as he talks; he moves over to Calin, pausing with his hand part of the way out.

"Would you like me to tend to your wounds, my friend?"


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Even though the creature fell he continued to move, once more smashing the flail into it as he shook in fury. Eyes still wide in anger and rage He glared at the paladins hand with a sneer.... Then his eyes blinked and his shoulders slumped as if whatever held him in such a fury just snapped and shattered away.

"What? yes... sorry i .. I dont know what had come over me."

He began sheepishly taking the paladins hand. He couldnt beleive he had been jealous of the man...


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

"Think nothing of it...I don't even want to imagine the vile poisons that those things must spit forth."

As soon as their hands touch, Calin feels positive energy coursing through him, healing him for Lay on Hands: 2d6 ⇒ (5, 5) = 10 points of damage.

"While we're here, does anyone want to check out that pool? That thing seemed beyond strange."


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

"I'll take a look." Eloisa moves over and examines the pool.

Know Religion: 1d20 + 10 ⇒ (7) + 10 = 17 Planes and Arcana are the same bonus.


Eloisa, you determine that this is a summoning construct of some type. It does seem to have a limited amount of power; theoretically, if you forced it to disgorge more Sinspawn, it might lose it's power.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa thinks on the pool for a few moments, "If we force it to work then it might lose all it's power. Do we want to try that or just leave it be?"


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

"I think we should render it powerless; otherwise who knows what evil it might perpetrate?"


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"How would we set about rendering it powerless? Summon more of those thigns to use up all the energy?" The Desna Knight is looking around the room for anything important.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa shudders. "Why? Like the pool in the room above, and the orb further below, it currently is contained... or at least not a threat. I say we leave it for now... press onward and remove whatever other threats are currently here. We can diffuse this pool when we come back to diffuse the other two."


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"Well I wasn't actually asking about who we do it now, more out of curiosity I was wondering how we do it. Do we get the father to come help us or can those of you with casting capabelities handle that fine?" He reponds to Asa "However I agree let's finish clearing this cesspool, so we have nothing to worry about when we start dealing with these magical things."

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Sorry city council meeting last night

Heal Check: 1d20 + 4 ⇒ (15) + 4 = 19 [ooc] trying to make sure there isnt more to the wound, some sort of disease of corruption.

Rather then channeling Rast lays his hands on Calin asking Desna to cure his wounds.

Cure Light Wounds: 1d8 + 2 ⇒ (4) + 2 = 6 on Calin

"I would be happier to see this pool drained of power now but if we must come back for it we must. We know the risk at least."


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa nods, then gives the pool a quick look herself.

"Summoning from it until it is depleted probably would work, but perhaps there is a way we could dispel or destroy it without having to subject ourselves to sinspawn. It reacted to the creature's blood... perhaps something with more... angelic... or pure... blood might cause it to tear itself apart?"


With all this conjecture, characters that possess the skill may roll Spellcraft.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Rolling Spellcraft... also rolling Knowledge: History to see if she can recall reading about anything similar to this.

Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Knowledge: History: 1d20 + 10 ⇒ (6) + 10 = 16

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