The Stolen Empire

Game Master Vethcyr


901 to 950 of 1,100 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Female Human Gunslinger 2 // Inquisitor 2

Well, I think we need clarification about what phase of sleep the spell Sleep causes.

Oh s+~#, dead catgirls everywhere.


Male Human Oracle 2//Antipaladin 2

That comic gave a new meaning to bumping uglies. Also, since Nitina offered her hand, does that mean Pete can climb onto her horse?


Female Human Gunslinger 2 // Inquisitor 2

Well, my intention was that she's just helping you stand up, which has no mechanical effect (as far as I know), but it's flavorlicious.

But if you try to climb onto Tmavé Vetra anyway you don't think she will cap your ass.


Male Human Oracle 2//Antipaladin 2

It looks like we'll see :P

Pete gets up and attempts to climb on Nitina's horse. "Thanks for the lift; it'll take me forever to get over there otherwise."


Male Human Paladin 2 // Bard 2

If Karina is not successful in waking the horse Vlad attempts to wake it. Shouting at the horse "Clarence! Clarence wake up!!!" and gives him a light smack on the back of the head to wake him up. "Wake up Clarence!!!"

If Karina has succeeded Vlad stands up and grabs his bow if he dropped it.


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

Okay, let's get this up and running once more!

Arastine shines her lantern northwest, holding her revolver drawn and ready to fire if the light reveals anything. It doesn't. She otherwise remains close to Karina and Vlad.


Karina quickly awaken's Vlad's horse, which stands upright once more.

Klinn's horse continues to panic and dashes further north (because of distance involved, Klinn gets his own spoilers as to certain things, including his map).
Fire damage to cart & contents: 1d6 ⇒ 1

Klinn:
As your horse tows you and the cart wildly through the boulder field, you hear an ominous bubbling from the bottles of alcohol and lamp oil in the cart.

Map


Nitina ceases her pursuit of the cart and stops to help Pete to his feet. He clambers onto her horse with her.

Arastine continues to watch for any further sign of enemy action, revolver at the ready.

Vlad retrieves his bow and stands up from where he fell from the saddle.

End Round 2!

Nitina & Pete:
With a snarl, a large furry creature barrels into you two in the darkness. Pete feels powerful jaws sink into his leg (13 damage). Near as you can tell, it is to the north or west.

Nitina, at the start of your turn I will need you to roll a DC 20 handle animal or ride check to retain control of your horse as a move action. Failure means it panics and flees east with a double move (100 feet). Failure by five or more means it also bucks you off. You could also attempt a fast dismount to leap from its back as it flees.

Why Pete? This sort of creature preys on the old, injured, or sick. Two out of three ain't bad.

Arastine, Karina & Vlad:
You hear a snarl and a frightened whinny from the north.

Map

DM Rolls:
???: 1d20 + 11 ⇒ (18) + 11 = 29
???: 1d8 + 7 ⇒ (6) + 7 = 13


Human Summoner 2 // Ranger 2

DM:
Could you give me a map for Nysro's 60 ft dark vision? Also, what are the rules for getting off a moving horse? Can I dismount as a standard action (normally a move)? Can I leap off horse and try a soft fall? Does Klinn think it is likely that he could cut his horse free from the wagon?


Male Human Paladin 2 // Bard 2

Arastine, Karina, and Vlad:

"Damn it!" Vlad shouts. "We can't see where everyone else is, so we should stick together but the rest of our band are probably being attacked!" Vlad mounts Clarence once again.


Klinn:
Nysro doesn't see anything new. Just some boulders to either side of you.

To leap from your horse (move action), I will want a DC 15 acrobatics check from you as you land. Succeed and you land on your feet. Fail and you're prone on the ground. Fail by five or more and the wagon also runs you over for 1d8 damage. No falling damage either way.

You think cutting your horse free might cause the wagon to catapult its flaming contents forward as the hitching part slams into the ground. If you choose to do so, I will want you to make an attack roll with your sword vs the rope (AC 3, 2 HP). You need to destroy it to loose your horse. I will then call for some reflex saves from both you and your horse to halve damage as the cart's contents catapult into you.


HP: 11/19, Spells: Level 1: (1/3)

Arastine, Karina, and Vlad:
Karina yells, "Hurry up, let's go!"

She pulls out a lantern from her pack and lights it.


Female Human Gunslinger 2 // Inquisitor 2

Pete=Unluckiest EVAR

Handle animal (technically cannot be used untrained) 1d20 + 1 ⇒ (17) + 1 = 18
Fast dismount attempt 1d20 - 1 ⇒ (13) - 1 = 12

So Nitina's horse panics and runs to wherever and then she spends a move action dismounting.

If Pete is down (and therefore not taking advantage of my lack of Precise Shot) and I can still see the creature from my new location, Nitina will call upon the Judgement of Justice and take a shot.

Attack 1d20 + 6 ⇒ (9) + 6 = 15
Damage 1d10 + 2 ⇒ (7) + 2 = 9

If she can't see it or Pete's blocking the shot, she'll call upon the Judgement of Protection (+1AC) and cast Light on her Carbine.

Don't suppose Kn(Religion) or Kn(Nobility) will help me identify it, right?


Male Human Paladin 2 // Bard 2

Arastine, Karina, and Vlad:

I never had Vlad perform the rest of his action so I am finishing it off now.
Vlad, unwilling to abandon the fire and unable to see the creature, uses his standard action to cast Haunted Fay Aspect on himself. "Beast! Wherever you are I will kill you if you remain!"
Intimidate: 1d20 + 6 ⇒ (6) + 6 = 12


Human Summoner 2 // Ranger 2

DM:
I'll try things the awesome way...
Klinn grins, nods at Nysro, and swings his longsword at the rope to sever the horse from the wagon.
atk: 1d20 + 3 ⇒ (8) + 3 = 11
dmg: 1d8 + 2 ⇒ (5) + 2 = 7

He then attempts to dodge the flaming contents of the cart as they catapult out of the cart. The horse is running at full speed, so is it possible that it outruns the flaming loot? Unless Pete was literally sitting on the loot for the entire ride and the loot he was sitting on didn't slide out with him when he nat 1ed an acrobatics check, the cart should be front-loaded, meaning that the loot is all on the horse side of the fulcrum (wheels in this case), minimizing any catapult-age. But here are the reflex saving throws all the same.
Reflex save Klinn:1d20 + 3 ⇒ (14) + 3 = 17
Reflex save Hosre:1d20 + 5 ⇒ (20) + 5 = 25

Nysro stays clear of the flames and at least 10 ft away from the crazed horse, but he keeps up with Klinn.

Uh, guys, unless you get moving, this monster is going to take us out one by one. So why are you standing around?


Male Human Oracle 2//Antipaladin 2

Technically I'm not standing around.

DM, for bookkeeping's sake, I'm at -3/11 currently. Like before, please message me when I'm back up or need to reroll, lol. Also, this message board has weird formatting.


Karina retrieves and lights her lantern. In its light you can see the fallen form of Pete on the ground next to Nitina's horse. A bipedal wolf wearing a chain shirt and a belt with pouches and flasks stands snarling next to Pete and Nitina, its jaws dripping blood.

Klinn cuts the harness holding his horse to the cart. As the cart's hitch slams into the ground, its contents catapult over Klinn and his horse. The bottles of alcohol and flasks of lantern oil, already boiling from the flame, crash down around them, causing 2d4 ⇒ (4, 1) = 5 fire and piercing damage to each of them (halved for each due to successful saving throws, so 2 damage to Klinn and his horse).
Klinn Ride check: 1d20 + 2 ⇒ (12) + 2 = 14

His horse continues to run wild (using ride rather than handle animal now, as it is the appropriate roll. As of your next turn, your horse will cease to panic and you may control it normally).

Nitina's horse, however, does panic at the sight of the creature beside it. Seizing the opportunity presented by its flight, the creature snaps its jaws at Nitina, but her armor stops the blow. After her horse flees east, Nitina dismounts and fires a bullet at the creature standing over Pete's prone form. Her bullet strikes it in the leg.

Critter AoO vs Nitina: 1d20 + 9 ⇒ (5) + 9 = 14

With the foe revealed, Arastine rides to -F39 and fires twice at the thing, missing with each shot.
Arastine rapid shot 1: 1d20 + 4 ⇒ (4) + 4 = 8
Arastine rapid shot 2: 1d20 + 4 ⇒ (7) + 4 = 11

Pete bleeds some more (-4 hp).
Pete stabilization check: 1d20 - 2 ⇒ (4) - 2 = 2

Vlad hops back on his horse and makes himself look really freaky. The creature seems unimpressed.

End Round 3!

The creature charges east, after Nitina.

Nitina:
With a snarl, the creature pursues you into the darkness. You feel a heavy impact and a terrible pain as it bites deep into your shoulder (15 damage). As you pass out, you hear it utter the words "Swift Invisibility."

Charge vs Nitina: 1d20 + 11 ⇒ (2) + 11 = 13 Hit vs FF AC (you can't see it in the darkness)
Damage: 1d8 + 7 ⇒ (8) + 7 = 15


Knowledge (Nature) DC 15:
The creature is a werewolf. Cursed with madness and forced to transform according to lunar cycles, these creatures are cunning, brutal, and difficult to kill. Only a silver weapon can cause them reliable harm.

Like other lycanthropes, there are two types of werewolf: natural and afflicted. Natural werewolves were born with the condition and are far more deadly, able to shift form at will and in possession of much tougher skin than their afflicted fellows. Only these natural werewolves can spread the disease which causes their condition. An afflicted werewolf can also change between forms at will, but doing so is exceedingly painful and so most only do so when there is no recourse or when forced to.


Klinn:
You'll be able to rejoin the fray by having your horse and Nysro each take the run action to gravel south. This will be a full-round action for each of them, but you will retain all of your normal actions.

Map

Map


HP: 11/19, Spells: Level 1: (1/3)

K(Nature):1d20 + 5 ⇒ (15) + 5 = 20

Karina gasps, "It's a werewolf! Anyone have any silver weapons?"

She rides to -E44 in pursuit, holding her lantern to the northeast.

At any point in my riding, do I see the werewolf? I have a standard action left based on the vision I get.

EDIT:I will move to -H50 because I realized my horse moves separately. What do I see?


Karina, your lantern reveals the fallen form of Nitina on the ground. She is bleeding profusely from one shoulder. The werewolf is nowhere to be seen.

Map

Also, your horse has about 20 feet of movement left, and you personally have all your actions.


HP: 11/19, Spells: Level 1: (1/3)

Karina dismounts her horse, then assumes a defensive position.

Ride in attempt to Fast Dismount1d20 + 2 ⇒ (15) + 2 = 17Fail

Total Defense = AC up to 18 until my next turn.


Waiting on Klinn and Vlad...


Male Human Paladin 2 // Bard 2

Vlad, upon hearing his, says A Werewolf!!!!" and his smile grows wider once again. He chases after the beast. Vlad runs his horse to to -I53. Vlad remains mounted.

Vlad declares the werewolf the target of his smite evil and he readies a shot against it.

Shot 1: 1d20 + 2 + 5 ⇒ (2) + 2 + 5 = 9 I am assuming it is in point blank range. If he is not just subtract one
dmg: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Assumed point blank here too. Subtract 1 if not applicable.


Human Summoner 2 // Ranger 2

DM:
Klinn tuns his horse around, and gets it to run south. Nysro runs 10 ft ahead of it and to the southeast, constantly on the lookout for their enemy. Nysro alerts Klinn if he spots any monster, Nysro will run to keep himself between the monster and the horse. They both stay a couple of squares away from any boulders to prevent ambush. Klinn casts Mage Armor on himself as he rides (AC now 18).


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

Arastine spurs Midnight over to -K51, near where Vlad and Karina seem to be gathering.

Arastine readies a shot for the creature if it shows itself within 20 feet of her.

Revolver single shot: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 5 ⇒ (1) + 5 = 6


Karina rides east and dismounts, ready to defend herself from the creature should it emerge from the darkness.

Klinn and Nysro run in from the north (Klinn upon his horse), appearing out of the darkness to the west of the rest of the party.

Nitina seems to stop bleeding so much (stable at -3 HP).
Nitina stabilization: 1d20 - 2 ⇒ (15) - 2 = 13

Pete also stops bleeding out (stable at -4 HP).
Pete stabilization: 1d20 - 3 ⇒ (13) - 3 = 10

Arastine and Vlad ride east to close the gap between themselves and Nitina. Both ready shots should the creature appear.

End Round 4!

Suddenly, without any apparent movement, the creature appears next to Nitina. Vlad fires his arrow but it misses entirely. Seeing Arastine level her revolver at it, it snarls and charges straight at her. She fires, hitting it in the shoulder as it approaches. Possibly as a result of the painful distraction, the creature's jaws fail to connect and deflect off of some unseen force.

Werewolf charge vs Arastine: 1d20 + 11 ⇒ (3) + 11 = 14 Miss!

"Swift Invisibility," it mutters after its failed attack, vanishing from sight.

Map

You last saw it in -J52.

EDIT: Vlad, at the start of your turn I will need you to roll a DC 20 handle animal or ride check to retain control of your horse as a move action. Failure means it panics and flees south with a double move (100 feet). Failure by five or more means it also bucks you off. You could also attempt a fast dismount to leap from its back as it flees.

Current Initiative Order:
DM
Karina <
Klinn
Nitina (unconscious)
Pete (unconscious)
Vlad
Arastine


Male Human Paladin 2 // Bard 2

Ride: 1d20 + 3 ⇒ (6) + 3 = 9 frak it!!
Vlad stands up and five foot shifts to -H53. Wow I hope I dont eat the AoO


Human Summoner 2 // Ranger 2

I hope that is the overpowered swift invisibility (lvl 2 spell/sla) and not quickened invisibility (a lvl 6 spell/sla)... Also, I'm wondering about how hard it is to spot this invisible creature. Invisibility What is the DC for spotting this thing's location? I'm assuming it is going to use stealth, so are we just doing opposing rolls? Not that Klinn or Nysro has a shot at spotting anything invisible, but I'm interested.

Nysro charges at -J52, stopping in -J52 and full attacking.

bite: 1d20 + 4 ⇒ (15) + 4 = 19
Concealment: 1d100 ⇒ 57 possible hit
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


R Claw: 1d20 + 4 ⇒ (9) + 4 = 13
Concealment: 1d100 ⇒ 15 miss
Damage: 1d4 + 4 ⇒ (3) + 4 = 7


L Claw: 1d20 + 4 ⇒ (4) + 4 = 8
Concealment: 1d100 ⇒ 77 possible hit
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Klinn directs his horse to -I48 (EDIT: not -I28) (careful not to step on Pete) and draws his spear, ready to throw it at the monster should it appear.
Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


HP: 11/19, Spells: Level 1: (1/3)

Karina readies an action to attack the werewolf should it appear again.

Attack:1d20 + 4 ⇒ (15) + 4 = 19
Damage:1d6 + 2 ⇒ (1) + 2 = 3


As Nysro charges in, there is a loud snarl and the werewolf appears in -J52 with its mouth around Nysro's neck. With a loud snapping noise, Nysro falls unconscious to the ground.
AoO vs Nysro: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Klinn chucks his spear at the newly-revealed werewolf, but the creature's skin seems to absorb the blow and the spear bounces off without drawing blood. Karina's whip also cracks against its face without causing any harm.

Vlad falls from his saddle as his horse bolts south. He stands and the werewolf lunges at him, but misses. He then steps to -H53.
AoO (#2) vs Vlad: 1d20 + 9 ⇒ (2) + 9 = 11

Arastine urges her horse to back up to -M49 and fires twice at the beast. Both shots strike it, and it staggers under the heavy blows.
Rapid shot 1: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Rapid shot 2: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

End Round 5!

Staggering and in great pain, the werewolf looks around and seems to decide, at random, to stagger to -I51 and lunge for Karina's throat. It connects (13 damage), but then falls over, breathing shallowly.
1d2 ⇒ 1
Attack vs Karina: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Map


HP: 11/19, Spells: Level 1: (1/3)

HP:(-1/12)

Roll to Stabilize:1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19 Success!

Hint: I have a health potion in my pack!


Male Human Paladin 2 // Bard 2

Vlad seeing that it is still breathing slightly walks up next to it in -I52 "Just so you know. For what you did to Karina and our loot I am going to sheer you, then I am going to take your fur and have it made into fabric and then that fabric made into a suit. You are about to become nothing more than what I put between my skin an the ---- the world throws at me. And with that knowledge...Die!"

With that Vlad coup de grace the creature with his bow.

Piercing: 1d52 ⇒ 24
Piercing: 1d52 ⇒ 24 These mean double damage!

Dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Dmg: 1d8 + 3 ⇒ (2) + 3 = 5


After Vlad sends an arrow into the creature's skull, it begins to change in shape, ultimately becoming a male half-orc. He has a bloodstained chain shirt and a belt with a couple of flasks.


Human Summoner 2 // Ranger 2

Klinn first checks on his sister to make sure she is stable and then walks over to Nysro, healing him 1d10 + 1 ⇒ (8) + 1 = 9 (now 5/6 HP). He then detects magic on the stuff the werewolf had.


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

Arastine will go apply the blessed bandages to Pete and Nitina (auto-stabilize, count as receiving aid), and will move them to the area where the werewolf fell so the group can keep an eye on them.

Klinn:
The werewolf had a steel necklace that glows faintly with abjuration.

"So, that was a werewolf? Does that mean these three are going to turn into more of them?"


Karina, Nitina & Pete:
You three were all bitten by a natural werewolf. You likely know what comes next. I will roll the appropriate saving throws in secret when the time is right. Until then, act normally. The party has figured out that the creature was a werewolf, even if your character does not know. What your characters do now, only you can answer.


Human Summoner 2 // Ranger 2

Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

Klinn paces, looking concerned at the three unconcious party members.
"Well, it seems likely that it is a full moon tonight, since we ran across a werewolf at all. I'd just as soon wait until morning to wake these three up, just in case. Does that even make sense?" He shakes his head, clearly distraught. "Well, what about that old potion maker that Oleg spoke of? He might have some sort of cure for becoming a werewolf, at least a temporary one." He keeps pacing. Nysro constantly circles the group.


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

"That's... actually not a bad idea. Let them sleep it off," Arastine says. She starts cleaning and reloading her gun. "The potion maker might know. We could also go ask that witch we met if she knows of a cure. Alternately, we wait and see who wakes up crazy and go from there."


Human Summoner 2 // Ranger 2

Klinn HP: 10/13

"I'm not leaving my sis here, if that is what you mean. I... I think I'm gunna go over to the cart, see if anything over there is salvageable. You watch out and holler if anything funny happens."

Klinn walks over to the cart with Nysro to examine the contents that were flung out all over the grass. He does his best to avoid the cart, which is probably still aflame. He uses all appropriate cautions while examining anything that might still be hot. After he salvages anything he think can be safely salvages that is still worth anything, he comes back and tends to Karina for the night. (Everybody gets a check to wake up after an hour every hour anyway, yes?)


Klinn:
The wagon is a flaming wreck. Burnt and broken goods litter the area.

Destroyed goods:
- Both tents
- 1 gunsmith’s kit
- Both antiplague vials
- Both antitoxin vials
- 3 bedrolls
- Footprint and portrait books
- Compass
- Mapmaking kit
- All lamp oil
- Water purification sponge
- Pouch of dust
- 3 longbows
- Both shortbows
- 4 suits leather armor
- 2d20 ⇒ (20, 20) = 40 arrows
- Silver earrings
- Wooden music box
- All furs and hides
- All liquor

The remaining gear is salvageable.


Nitina wakes up after one hour. Pete wakes up after two. Karina collects her beauty sleep and wakes up after three.

Waking Up Rolls:
Karina 1: 1d20 + 0 ⇒ (2) + 0 = 2
Karina 2: 1d20 + 0 ⇒ (8) + 0 = 8
Karina 3: 1d20 + 0 ⇒ (15) + 0 = 15
Nitina 1: 1d20 - 2 ⇒ (14) - 2 = 12
Pete 1: 1d20 - 3 ⇒ (9) - 3 = 6
Pete 2: 1d20 - 3 ⇒ (20) - 3 = 17

Secret:
Karina: 1d20 + 3 ⇒ (13) + 3 = 16
Nitina: 1d20 + 3 ⇒ (6) + 3 = 9
Pete: 1d20 + 4 ⇒ (2) + 4 = 6


HP: 11/19, Spells: Level 1: (1/3)

Karina slowly opens her eyes and says groggily, "Wha... What happened? Why does my..." It takes the excruciating pain in her neck for her to remember what just happened hours ago.

She gently touches her neck, looking for physical evidence of what might have been a bad dream, but has no such luck. She bolts up in great distress. "Oh no! Oh nononono! This couldn't have happened. Klinn! Please tell me it didn't happen! I don't want to be a werewolf!"


Human Summoner 2 // Ranger 2

DM:
K(arcana)1d20 + 5 ⇒ (20) + 5 = 25 What do I know about werewolf bites?

"I'm sorry sis. It happened. You got bit. I... I..." Klinn is obviously very upset. "You got bit. We haven't healed any of the three of you yet, just in case you turn into one of those... things tonight. We've been resting now and will leave as soon as we can in the morning."


Klinn:
Nothing.

You need Nature or a very high Local roll.

Also, was there a watch order? If no one objects, I'll have Klinn > Arastine > Vlad keep watch in that order. The potential afflictees are likely hoping to sleep it off.


HP: 11/19, Spells: Level 1: (1/3)

Karina will try to sleep it off, but has a potion at her side should there be any kind of trouble in the night.

DM:
Do I know anything about treating werewolf bites?

K(Nature)1d20 + 5 ⇒ (19) + 5 = 24


Human Summoner 2 // Ranger 2

DM:
Well, it was worth a try. :)


Karina:
Natural werewolves are able to inflict the condition upon others by biting them. Some individuals are strong enough to resist the condition entirely (i.e. they make the save). Those who fail can be cured by several means. Magical cures (such as Cure Disease) are only effective if applied within a couple of days of the infection and if the caster is sufficiently powerful. Folk remedies include bathing the afflicted individual in holy water during a new moon, force-feeding a transformed afflicted silver coins, or in some cases skinning the transformed afflicted as a means of symbolically separating man from wolf.

Most methods are ill-documented, but most scholars can tell you that these nonmagical "remedies" are ineffective. The poisonous plant Monkshood (known also as Wolfsbane), however, has been known to remove the condition if the afflicted individual consumes a freshly-picked flower, although ingesting the plant has been known to worsen the condition or even kill the afflicted person from time to time.


The night passes uneventfully. Karina, Nitina, and Pete don't transform into anything.

Karina:
You dream of the hunt. Tracking your prey by scent and spoor, you follow its trail for what feels like an eternity. Then you wake.

Nitina:
You dream of the hunt. Tracking your prey by scent and spoor, you follow its trail for what feels like an eternity. Then you wake.

Pete:
You dream of the hunt. Tracking your prey by scent and spoor, you follow its trail for what feels like an eternity. Then you wake.

The morning is crisp and clear. You feel more skilled and powerful than ever before.

Welcome to Level 2!


Male Human Oracle 2//Antipaladin 2

Pete had been silent and pouty after his resuscitation and subsequent news of lycanthropy, but he feels inspired the morning after. This curse is a test from the heavens. I will not fail.

He arises and hobbles over to the group. "I believe... I am afflicted. How do I... Can this be fixed?"


HP: 11/19, Spells: Level 1: (1/3)

In your time with the party, you have noticed that Karina normally rolls out of bed later than most. She will lazily awaken and make a jovial entrance to the others, then go about her morning routine in a slow fashion.

Today, Karina still gets up on the later side, but emerges from her tent with a more pronounced determination. Without a hello to everybody, she announces to the group, "I'm not going back to Oleg's with the rest of y'all. I'm going off to see the witch. Gonna see if there's anything she could do about this problem we've run into. Pete, Nitina, I'd like... I'd recommend that you come with me. I could tell y'all a couple dozen ways people have told stories about treating werewolf bites, and if you wanna try them, be my guest. But the only real chance we've got is to have powerful magic on our side. And I don't know anyone else who can cast out here besides our new Forlarren friend."

Klinn, or Sense Motive 15:
Karina is trying to hide it, but she looks nervous.


Your tent was on the cart. It's gone now. Klinn has the full list of destroyed stuff, but I've reproduced it below.

Destroyed stuff:
Destroyed goods:
- Both tents
- 1 gunsmith’s kit
- Both antiplague vials
- Both antitoxin vials
- 3 bedrolls
- Footprint and portrait books
- Compass
- Mapmaking kit
- All lamp oil
- Water purification sponge
- Pouch of dust
- 3 longbows
- Both shortbows
- 4 suits leather armor
- 2d20 ⇒ (20, 20) = 40 arrows
- Silver earrings
- Wooden music box
- All furs and hides
- All liquor

The remaining gear is salvageable.


Male Human Oracle 2//Antipaladin 2

Can any of the destroyed stuff be repaired via mending?


That sounds like a spellcraft check!

901 to 950 of 1,100 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Stolen Empire All Messageboards

Want to post a reply? Sign in.