The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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There is magic in the air (transmutation and conjuration) Cynthia figure the mist is magical in nature and summoned. She is unsure what kind of transmutation magic might be at play however.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion peers into the basement. Bothered by the dimness and the mist, he pulls out a sling bullet and lights it up Light spell before tossing it below. "Coffins and toy shops just don't belong together." He squints for a penetrating glance into the lower room before looking back to the more knowledgeable peers. "Anything we should worry about before walking into overwhelming odds and emerging the victor? I mean, that's how all stories go, right?"

Hopefully. Despite his attempt to make light of the situation, the cleric shivers at the unnaturalness of the situation at hand.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Magic glinted on the ends of Cynthia's fingers - or rather, anti-magic did. She didn't know what it was, but there was no real need to find out. Better to be rid of it, rather than jumping down and trying to figure out the answer the hard way.

Casting Dispel Magic at the mist.
Caster Level Check: 1d20 + 5 ⇒ (15) + 5 = 20


"Good thinking, Cynthia", Janus approves of her action, and waits to see if it's successful, drinking his extract of heightened awareness:"Either way, that looks like trouble. Any toy stakes up here, Thalion?", he jests as he gauges if any of the wooden barricade parts would serve as make-shift stakes.
I think a take 10 on the knowledge with inspiration should be plenty sufficient to know vampires and stakes don't mix...


The mist evaporates and only two humanoid figures made of smoke remain. They reform turning into two undead creature snarling at you, their trap foiled they instead intent to attack head on.

initiative: 1d20 + 4 ⇒ (17) + 4 = 21

knowledge religion dc 15:

They are vampire spawns, the minor pawns of a vampire but still dangerous.

Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesn't destroy it. However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.


Kn Religion: 1d20 + 9 + 2 + 1d6 ⇒ (10) + 9 + 2 + (5) = 26 Playing too many bards, in terms of "Take 10 on knowledge" - I have a theoretical chance of failure...
Initiative: 1d20 + 4 ⇒ (2) + 4 = 6 Guess they go before me. Then again, I'm at a window inspecting stake-material.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

"Aha! Nice Cynthia. They are...they are...what are they?" Thalion reaches for his well worn morningstar as he eyes the figures suspiciously.

Thalion has no K:Religion! He's more of an intuitive cleric.
Initiative: 1d20 + 4 ⇒ (6) + 4 = 10


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Initiative: 1d20 + 9 ⇒ (1) + 9 = 10
Initiative: 1d20 + 9 ⇒ (7) + 9 = 16

Know Religion: 1d20 + 7 ⇒ (7) + 7 = 14

Welp, looks like I'm not doing anything. XD


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12


Male Human Follower Alias

Basically, we know everything about every monster we come accross thanks to Investigator + 50% Wizard

Init: 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge Religion: 1d20 + 12 ⇒ (10) + 12 = 22

Seeing as I go before them and I think they are flat footed...

Victor quickly blasts a Scorching Ray in the general direction of the nearest enemy.

Attack vs Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 4d6 + 2d6 ⇒ (5, 3, 1, 2) + (4, 3) = 18
Crit Confirm: 1d20 + 4 ⇒ (4) + 4 = 8
Additional Damage (I have no idea if SA also doubles): 4d6 ⇒ (1, 5, 4, 3) = 13


Well, to be fair, we KNEW the city had trouble with vampires. So I think it can be expected that we shared our knowledge about them beforehand. As in, let the others read the spoiler, too, thanks to the advance warning-(and actually spelling out a desire to prepare for possible trouble with them)


Victor blasts one of the vampires with a scorching ray.

The two spawns rush forward one going for Flare and the other (the one who got burned) goes for Victor.
it tries to grapple Victor going for a bite but fails horribly.
cmb: 1d20 + 5 ⇒ (1) + 5 = 6

Flares lands a glancing blow on it but lacking silver her weapon doesn't hurt the beast.

The vampire spawn slams into Flare weakening her with negative energy.

Everyone else can go.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

What kind of weakening are we talking about - HP damage or something a Lesser Restoration could help fix? XD


Flare is an npc now is why I was keeping it vague. It's a Negative level.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Ah. A little outside of my abilities, currently. XD Plan B it is!

Shrugging slightly, Cynthia reached into her bag, then pulled out a wand. This... seemed like as good a time as any to use it, and she pointed it at the Vampire attacking Flare. Three bolts of energy shot out of the end of the wand, arcing towards the undead menace.

Use Magic Device, DC 20: 1d20 + 10 ⇒ (18) + 10 = 28
Magic Missile, CL 5: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven summons the same fire she used on the pirates to fight the undead.

Arc: 2d6 + 2 ⇒ (6, 6) + 2 = 14 DC 14 for half damage, hits both if they are in a line


I just wanted to use my mirror to reflect sunlight at them...but alas, it seems we all already went downstairs via a post earlier..

Moving into a flank, Janus stabs with his Rapier, testing to see if it seems to do anything to his enemies.

Attack: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Damage: 1d6 + 7 ⇒ (2) + 7 = 9


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion draws on the spiritual energy offered by his patron Erastil, and a weapon of energy bow? mace? something else?[/ooc] appears and strikes at the menace furthest away. "Be gone! Foul creatures!

Atk: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Spiritual Weapon Round 1/5

Spiritual Weapon:
CL 5 | Range 150' | Form: Bow? (no threat, crit x3)
ATK +6 (+3 BAB, +3 WIS)
DMG 1d8+1 (strikes as spell, threatens, does not flank or grant flank)


It would be a longbow and yes it strike as a spell so ignore anything except the treat multiplier for the bow which you did correctly. I think everyone acted? I will play flare and the vampire a little later today


The magical bolts from cynthia slams into a vampire dealing a good amount of damage to the vampire attacking Flare.

Janus stabs the vampire attacking him to no effect.

flame arc is a 30 foot line from you right?
Riven can only line up the vampire attack Janus and burns it catching it off guard. vamp reflex: 1d20 + 2 ⇒ (2) + 2 = 4

Thalion summons a magical bow of force that shoots a magical bolt into the vampire attacking Flare.

Flare takes a steps back and swings hitting hard enough to deal 6 damage to the vamp attacking her (including dr)

The vampire attacking flare steps up slamming into her once more pressing it's attack.

The vampire going after Janus sidesteps and moves to Riven instead trying to grab her. cmb for grapple: 1d20 + 4 ⇒ (13) + 4 = 17

If she is grappled he slams her into the wall.
damage: 1d4 + 1 ⇒ (1) + 1 = 2 (because this is a natural attack I believe energy drain would apply giving her a temporary negative level)

Your go again. (assume you can flank them)


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

UMD, DC 20: 1d20 + 10 ⇒ (4) + 10 = 14

Cynthia flicked the wand again, but rather than sending out another burst of magical energy, it fizzled a bit and only managed to ripple the air. Well, drat - such devices weren't always reliable, but it was the best she had at the moment, and all she could do was keep trying.


Rapier: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 Damage?: 1d6 + 7 ⇒ (6) + 7 = 13
Dagger: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 No Damage: 1d4 + 6 ⇒ (1) + 6 = 7

"Don't you dare ignore me! Leave the girl alone!", Janus states as he follows the Vampire attacking Riven, stabbing it again, his mind frantically searching for other options, but failing to come up with anything better in the hurry.Honestly, hoped for a crit-


Janus hits but only a minor injury (3 damage)

waiting for cinthia and Thalion


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

*Glances up* I posted...? What're we waiting on me for, exactly? XD;


Meant to say Riven sorry and also victor didn't post


Still waiting for Riven Victor and Thalion


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Sorry thought I posted, must have messed it up.

After the first attack Riven decides to save her magic for now and fall back to her spear with a simple attack.

To hit: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

The divine bow continues its barrage on the targeted creature. Encouraged by its success, Thalion pulls out his own bow and fires a shot into the fray.

Spiritual weapon (bow) round 2/5
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Priority on the one the Spiritual bow target, the other if it fell
Thalion's mw composite bow (str +3), with precise shot
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Human Follower Alias

Victor quietly nukes the closest vampire with more of his fire spells.

Attack vs Touch: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 4d6 ⇒ (5, 1, 6, 5) = 17
If someone is flanking then Victor can get that SA bonus


But then you need a concentration check since you need to threaten them yourself. Otherwise, ranged attacks don't take advantage of flanking situations, and won't provide SA...or do you have some special ability allowing otherwise?


Male Human Follower Alias

If I don't get it, then I don't get it. In the future though, I should be able to SA from range without any problems


Sorry for holding things up. Basically Victor what Janus means is you cannot use sneak attack at range by flanking because at range you are not threatening the target. If you move up in melee to deliver a touch however then you need to be casting defensively or you are provoking an attack. You can only sneak attack from range if the target is flat-footed.


Male Human Follower Alias

So ignore the sneak attack discussion and just apply the scorching ray damage. I didn't include SA into my damage purely because at that time of posting, not even I was 100% sure that I fulfilled the requirements (which I now know for sure).I'll still be using scorching ray regardless.


Victor destroys the vampire attacking Riven turning it into a cloud of gas.

Flare attacks and strike a vampire dealing 2 damage.

The remaining vampire slams into flare again
attack: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 ⇒ (4) + 1 = 5
confirm: 1d20 + 4 ⇒ (20) + 4 = 24

Your go again.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

UMD, DC 20: 1d20 + 10 ⇒ (7) + 10 = 17

Cynthia's wand just fizzled as she shook it again, trying to get it to work. It was being... rather less than cooperative at the moment, and a few signs of frustration were definitely visible on her face. It was all she could do, though... so there was nothing else to do but keep trying.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven strikes the vampire throwing itself at Flare.

To hit: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 1d6 + 7 ⇒ (5) + 7 = 12

Janus attempts to stab the Vampire from behind, flanking with Flare, but the timing of his thrust is ill-fated(just when the creature lunges forward to slam into Flare again), making his attack miss.


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

With the other vile creatures downed, Thalion focuses himself and rains arrows upon the remaining vampire with his twin bows. "Begone, and leave us in peace!"

Spiritual Bow round 3/5
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Thalion's Bow - rapid shot at -2 each
Attack 1: 1d20 + 6 ⇒ (1) + 6 = 7
Damage 1: 1d8 + 3 ⇒ (3) + 3 = 6

Attack 2: 1d20 + 6 ⇒ (3) + 6 = 9
Damage 2: 1d8 + 3 ⇒ (7) + 3 = 10

Alas, in his haste, the errant arrows go every which way but true, eliciting a curse under the frustrated cleric's breath.


will assume victor has another scorching ray

Attack vs Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 4d6 ⇒ (3, 4, 6, 3) = 16

The other vampire is destroyed as well.

Both vampires turns into smoke and reform into physical form inside their coffins were they will wake up again after they rest for 1 hour unless someone stakes or decapitates them. Even then they aren't permanently destroyed unless you also soak them in holy water or bring them out in the sun or trow the remains in a river.

Not too difficult in your situation as it is daytime you need only bring the bodies outside.

Flare however is looking very weakened by the ordeal having taking multiple hits from the life draining tackles of the vampire.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"You need rest." Cynthia told Flare, glancing down at her wand for a moment... she was a bit frustrated with how hard it had been to use. She definitely needed to find a way to fix that, but for now, she sighed and stowed it away.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven would move to aid Flare, leaving the others to deal with the body of the vampires.

She first checks for magic that could be effecting her before looking at the more physical effects.

casting detect magicHeal: 1d20 + 1 ⇒ (20) + 1 = 21


Janus rushes over to Flare to help her out, but Riven already supports her friend. Not feeling like arguing with the Arcanist in this situation, he instead grabs one of the Vampires and begins to head upstairs, opting to give the undead creature a fatal tan.
Only afterwards does he take a moment to take a closer look at the area downstairs, looking for anything of interest.
"They did mention having problems with Vampires, but I imagine they could have dealt with a known lair on their own. They even let them board it up from the inside and have not worried about it...I wonder what's behind this...why here?"


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Following closely behind Janus, and moves by Riven to look over Flare as Janus turns away to deal with the vampires. "What do you think is wrong with Flare?"

Heal aid Riven: 1d20 + 7 ⇒ (17) + 7 = 24

Thalion has Lesser Restoration and can cast it if that will help. Alas, the regular Restoration is beyond me at this moment.


Sorry for my absence my recent addiction to pokemon go has had me going outside lately. Haven't been on the computer as much. I swear I probably got more exercise this week than in the last ten years put together lol.

you confirm negative levels are at play (whatever that means in game). I'd says the vampire drained her lifeforce is pretty acurate.

Lesser restore wont help with this.

"I'm fine just tired. The creature drained my energy I will get better after I have some rest" says Flare.

You search the place and find a few items of interest.

(I'm assuming you can identify them)

-Potion of Magic Fang
-Potion of Magic Fang
-Scroll of Burning Hands
-Scroll of Disguise Self
-Scroll of Disguise Self

347 cp
18 sp
133 gp

Finding nothing else of use you leave.

The villager who led you here meets you outside.

"You slew the monsters killing folks?"

You confirm and he visits the town shop to confirm.

"Alright I think I can trust you. Follow me I will take you to the priest" he says


"By the grace of the gods, we took care of the infestation in this place, yes", Janus acknowledges the commoners assumption, falling back into his role, then following him once he is done taking a look around.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven helps support Flare as they follow the man. "Can your priest help with magical injuries, she was hurt during the fight."


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Who'd like to carry the loot?

Cynthia moved along with the others, not adding her voice to the conversation - enough people were talking as it was. She was a little more focused on the scrolls they'd got, and had spent the way back checking over them. Unfortunately, none of them looked immediately helpful, but they might be able to trade them for restorative services...


Male Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7
Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20
Cleric 5
Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Thalion waits a moment to see if anyone else grabs any of the items, before gathering what remains and finding places in his backpack and various pouches for the found goods and coins. Once the guide confirms it all, the cleric of Erastil smiles broadly at the villager, "Glad you found it fit to trust us. Perhaps when this is all over, we can enjoy a bit of food and drink together and give you more reason to extend that trust."

With an easy pace matching that of the guide, Thalion takes the time to chat with the villager while taking in the surroundings.


The man brings you to a hut in shambles that seems long abandoned and from the looks of it was badly damaged by fire.

Inside you find the missing cleric. Unconscious and wounded. His wounds have been bandaged but by someone with little experience in doing so.

"I did what I could for him but I couldn't move him and before he went to sleep he told not to trust nobody unless they proved they were good folks. Wasn't sure what he meant by that but slaying monsters for no pay is good enough for me."

Heal check and knowledge nature applies here.


Heal Take 10+Inspiration: 10 + 10 + 1d6 ⇒ 10 + 10 + (6) = 26
Knowledge Nature: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (1) = 16

"Thank you for all you did, I'll take a look at his wounds right now.", Janus tells the man, then heads to the unconscious cleric and starts checking his injury's.

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