Tome of Righteous Repose (Inactive)

Game Master GM Netherpongo


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Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

That's fine, I was just modifying my Readied action to something more reasonable-- but since it didn't go off it doesn't matter.

"No no no, don't let it... stick." Great. All right, let's see how well it responds to...

Casting blindness, DC 19 Fort negates.

The Concordance

hermaphrodite Giant Slug Totem Guide 5
Spoiler:
|AC 15, T 9, FF 15|HP: 37/37|F +6, R +3, W +1|Init -1, Perc +4|CMB +5 CMD 14 (immune to trip)|2/2 Balanced Offensive

Fortitude save, resistance or something?: 1d20 + 4 ⇒ (17) + 4 = 21 -1 if the temporary +1 to saving throws I've recorded it as having was in error or wore off or something...not that it matters. :)

Eniac desperately retaliates with its wicked, acid-tinged radula!

tongue, courage: 1d20 + 5 ⇒ (7) + 5 = 12 minus whatever penalties for being grappled; I never got a firm handle on those
damage, plus 1 acid: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Angrboda takes expert advantage of the slime's preoccupation to skirt to its other end, and viciously torment the deliquescent creature with her magical flame....

flame, flank, courage as melee touch attack: 1d20 + 6 ⇒ (19) + 6 = 25
fire damage: 1d6 + 5 ⇒ (2) + 5 = 7


Warhammer Game Notes & Maps

I'm waiting on responses from Rilia & Goran. No one is waiting on me for anything, are they?

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran launches his ball of fire.

touch: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 81d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Um, there's a 5-foot-thick wall in Goran's way.

"En garde!"

mwk rapier v ooze: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 damage: 1d6 + 1 ⇒ (6) + 1 = 7

Inspire Courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls


Warhammer Game Notes & Maps

GM Dice:

Fort vs Blindness: 1d20 + 7 ⇒ (3) + 7 = 10
Grapple: 1d20 + 14 ⇒ (2) + 14 = 16
Grapple damage: 1d6 + 3 ⇒ (3) + 3 = 6
Blood Drain: 1d2 ⇒ 1
Tracker damage taken: 28
Glitterdust rounds: 4/4 (but the slime is perma-blinded now)

A ferocious set of attacks from the party assails the ooze as fire, acid & piercing attacks all appear to be effective as it slithers over Eniac, crushing the slug further as it drinks more of its blood.

Everyone hit except Goran (plus, wall) and the Blindness appears to take hold and be effective. Eniac takes another 6 hit point damage and 1 Constitution damage. The ooze is now "bloodied" in game terms and it's full of Eniac's blood as well!

Party turn!

Edit: I've been confirming how all of this Con damage and HP damage should come together. Eniac started with 13 Con, right? I see 11 on his character sheet and I'm guessing you reduced it when I dealt Con damage to him.

If that's right, I'm going to recommend you put the Con back on his character sheet and track the damage in another way...maybe go 11/13 Con (10/13 Con now). The reason I recommend this is that Con damage doesn't lower everything about your starting Con. Of particular interest right now, Con damage doesn't lower the number of negative hp at which a character dies (Con drain does, I think). So if I'm understanding everything right, Eniac can go to -13 hp before he's all the way dead. (Which is good and a lot safer!)

That would put us at starting 19 hp. He's taken 3 Con damage, so his max hp and his current hp are both reduced by 3 to 16/16. Then he took a total of 14 direct hp damage, so 2/16.


Warhammer Game Notes & Maps

Also, I forgot: Eniac needs to save vs paralysis again.

The Concordance

hermaphrodite Giant Slug Totem Guide 5
Spoiler:
|AC 15, T 9, FF 15|HP: 37/37|F +6, R +3, W +1|Init -1, Perc +4|CMB +5 CMD 14 (immune to trip)|2/2 Balanced Offensive

Way ahead of you, chief.

Fortitude save, resistance or something?: 1d20 + 4 ⇒ (13) + 4 = 17 Bummer....

Eniac begins succumbing to the horrible slime-thing...the other horrible slime-thing....

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Angrboda attempts to save her companion in the most direct and expedient manner possible, under the circumstances.

flame, flank, courage as melee touch attack: 1d20 + 6 ⇒ (9) + 6 = 15 -2 if I technically no longer have a flank
fire damage: 1d6 + 5 ⇒ (1) + 5 = 6

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

For a moment, Rilia debates which pile of slime to stab, but when she decides she does so with style.

"En garde?"

mwk rapier v ooze? (inspire, v grappled): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 damage: 1d6 + 1 ⇒ (6) + 1 = 7

'Style' that is, not necessarily 'accuracy'.

Inspire Courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Until now he had mostly ignored Rilia's magic, but as the battle wears on Evariel considers taking advantage of it. Don't want to waste too much of my spell energy on this little guy, and with her performance magic perhaps this weapon can actually be of some use. He lets his staff fall, draws his bow, and fires an arrow.

Longbow + inspire - melee: 1d20 + 4 - 4 + 1 ⇒ (10) + 4 - 4 + 1 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Warhammer Game Notes & Maps

The ooze sizzles at Angrboda's attack and Rilia's awkward (but flashy!) stab surprisingly strikes home before Evariel's arrow pierces its surface. As the arrow strikes, the ooze's grip on Eniac slackens and the transparent goo slides off to the ground. The hallway falls silent.

GM Dice:

Staggered rounds: 1d6 ⇒ 3
Ooze stabilize: 1d20 + 6 ⇒ (13) + 6 = 19
Tracker damage taken: 44

The ooze was blind and its armor class was really bad like that. Eniac can continue to make saving throws until he gets out of it and he'll be staggered for three rounds after that, but we can leave initiative. (If Goran wants to do something with his turn that's fine.)

Helpful DM reminder: there was a magic glowy thing back in the basin, and the ooze wasn't glowy (until it got Glitterdust all over it).

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Angrboda chants a simple incantation over Eniac to expedite its recovery (resistance), then draws her healing wand: A length of twisted driftwood, tapering into a somewhat flamboyant spiral at the end and studded with several very small emeralds.

cure light wounds wand: 1d8 + 1 ⇒ (7) + 1 = 8
cure light wounds wand: 1d8 + 1 ⇒ (5) + 1 = 6

The Concordance

hermaphrodite Giant Slug Totem Guide 5
Spoiler:
|AC 15, T 9, FF 15|HP: 37/37|F +6, R +3, W +1|Init -1, Perc +4|CMB +5 CMD 14 (immune to trip)|2/2 Balanced Offensive

Fortitude save, resistance: 1d20 + 4 ⇒ (10) + 4 = 14
Fortitude save, resistance: 1d20 + 4 ⇒ (10) + 4 = 14
Fortitude save, resistance: 1d20 + 4 ⇒ (15) + 4 = 19

Though appearing noticeably bleached from its harrowing experience, Eniac recovers soon enough.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Wow. I actually killed it. Evariel quickly stashes his bow and quiver. Hopefully that's the last time I'll have to resort to such crudeness. To think what my old teacher would say. "Well now that that's over with, I think we should take another look at that basin."

Perception (when everyone makes it over there): 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran helps search the basin as well. perc: 1d20 + 5 ⇒ (1) + 5 = 6and cast detect magic...if anyone needs more healing...lmk...i can channel

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Sigh. It is pronounced chanel. ;)


Warhammer Game Notes & Maps

The basin is only half full of water. Presumably, some of the water was pushed out by the ooze's bulk earlier. After three rounds of Detect Magic, Goran is able to pick out a stone at the bottom of the basin that is glowing magically. Upon taking the stone out of the pool, you realize that the stone is really a gemstone that has swirls of several different colors.

As before, the aura strength is Moderate.

Detect Magic & Knowledge (Arcana) DC 20:
The gem has a Conjuration (Summoning) aura.

Detect Magic & Spellcraft DC 26:
The gem is a Gem of Four Elements, which acts like an Elemental Gem except that it allows the user to summon a Large elemental of air, earth, fire or water.

Reminder: Angrboda succeeded on this Spellcraft check before the battle (barely) and I said she could keep the result.

Knowledge (Religion) DC 20 for those who looked in the basin:
The basin shows signs of corruption along the sides of the stone consistent with contact with unholy water.

Make sure you guys decide who is going to carry the gem.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Knowledge (religion), take 10: 10 + 12 = 22

"Wait, careful. See how the sides are corroded? Prolonged contact with unholy water. Either this basin is filled with it, or it used to be."

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Angrboda goes back to check the basin, and pulls out a marvelous magical gem.

"Gem of Four Elements," She observes tersely. "If we need help, this will call it from one of the four cardinal planes."

I'll hold onto it unless someone else has a good reason they should.


Warhammer Game Notes & Maps

The Religion check on the unholy water is enough to tell you that a collection of unholy water like this would create an effect that would strengthen negative energy effects and weaken positive energy effects (higher & lower DCs, not of healing numbers and the like). You could remove the effect by destroying or emptying the basin, or by resanctifying the water.

When you guys are ready to move on, let me know what you would like to do next or which way you would like to continue your exploration.

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

Ooo that might be useful. Would I know how to use it in that way? Like do I keep some as a focus component for channel energy, or does it only work in this room, or what?

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Not hearing anything in the way of explanation Rilia does some investigating of her own.

knowledge (religion): 1d20 + 6 ⇒ (15) + 6 = 21

Upon seeing what is in the basin, Rilia makes ready to kick it over if possible.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

resanctify...would adding holy water to it do the trick or something else? if not i am all for destroying/tipping it


Warhammer Game Notes & Maps

The properties noted are an effect of the basin & the unholy water within. It's not a portable component.

The basin is like a stone fountain sort of thing without more water flowing in...not easily kicked over. If you want to empty it, that would be more a matter of physically moving the water out. Breaking it would involve just attacks or a strength check (which I guess could be 'tip over'). The scenario doesn't actually say what resanctifying the unholy water would involve, but if you want to spend a dose of holy water and a channel, I'll say that would do it.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran takes a vial of blessed water from his bandolier and holds it over his head. He incants a prayer to Sarenrae and he focuses some of his essence into the water. He then pours the water into the font as he continues his prayer. He holds his holy symbol over the font as his water clenses the unholy mess.

That should do it, I think. I need a drink now...he says as he sits for a moment and drinks some regular water.

one channel and vial of holy water used

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

"RRRRR!" Rilia says says through gritted teeth first kicking and then straining to upend the stone basin. "Does anyone have a crowbar?"


Warhammer Game Notes & Maps

If you want to tip the basin over even though the water has been un-unholyfied, just make a strength check (or tell me what your take-20 is I suppose.)

If you guys are otherwise ready to proceed, which way do you want to go?

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

I've lost track of where we've been and where we haven't. Could someone mark it on the map somehow?

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Not looking up from trying to lever the basin off balance to look, Rilia sketches out a quick map and hopes Evarial chokes on it. Why isn't he helping? Grrr! ;)

I'm pretty sure that was our path. We may have visited that chamber with the blood splatter on the dais at the middle bottom of the map as well.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran goes over and helps Rilia knock over the receptacle.

My blessing it wasn't enough? Pleasing you is a hard job, isn't it? he chuckles as he grabs his blade and readies to head out again.


Warhammer Game Notes & Maps

You missed that bottom room and the room with the stairs going down into the water, Rilia.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
Goran Baldaros wrote:

Goran goes over and helps Rilia knock over the receptacle.

My blessing it wasn't enough? Pleasing you is a hard job, isn't it? he chuckles as he grabs his blade and readies to head out again.

"You could have told me!"

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

I say we go straight north from where we are, since it's the closest option.


Warhammer Game Notes & Maps

I'm guessing that we got mixed up on our cardinal directions since it isn't published on the version of the map I put up. North is now indicated on the left side of the map. You guys are in the northeast corner already. I'm guessing that Evariel meant to travel west.

I'll move things along on Wednesday morning if no one speaks up before then. The small connecting chamber that you'll come to first on your way to the west isn't going to have anything. I've pointed an arrow at the room you'll (meaningfully) encounter first if that's your choice.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Rilia agrees with Evariel, though she's regretting not bringing along a big hunky subterranean ranger to guide them through the maze.


Warhammer Game Notes & Maps

I've taken the lines off the map from earlier but placed symbols with arrows pointing in all directions on to represent rooms that you guys have visited before.

In line with Monday's post, I've also moved up the party to the next area where you'll notice anything of relevance beyond more dungeon chambers. Importantly, if anyone needs healing or other downtime stuff, say so now.

The room to the south of your path of travel has two white marble statues of featureless spirits that echo the murals on the walls, which depict thousands of souls streaming toward a great spire.

If you wish to interact with the room more closely or search it, go ahead and move in. You don't see any obvious threats from where you are at. Alternately, you can just keep moving forward into the northwest corner chamber.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
GM Netherpongo wrote:
Importantly, if anyone needs healing or other downtime stuff, say so now.

"Angrboda, is your giant slug-thing alright? What I mean is: is it supposed to look like that?"

GM Netherpongo wrote:
The room to the south of your path of travel has two white marble statues of featureless spirits that echo the murals on the walls, which depict thousands of souls streaming toward a great spire.

Knowledge (religion, Take 10, guidance): 10 + 6 + 1 = 17

Added a couple of more crosses to the map and adjusted the North arrow to coincide with the last description.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer
Rilia, Sacred Hetaira wrote:
GM Netherpongo wrote:
Importantly, if anyone needs healing or other downtime stuff, say so now.
"Angrboda, is your giant slug-thing alright? What I mean is: is it supposed to look like that?"

"'Supposed to?' What does 'what ought to be' matter next to 'what is?' Still, 'what is' is that we have both lost a great deal of blood...."

I am still suffering 2 Constitution damage, Eniac 3. If anyone can presently restore any or all of that, that would be helpful.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

if we rest Goran can get 2clesser restoration spells...one each...

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

If we rest they will heal some naturally as well. Rilia is up for taking a break if other folks want to.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Well, yeah, if we took the time to flat-out rest, we could use the Heal skill, I too could memorize lesser restoration, that would solve it all lickety-split. It's just a question of whether it's worth it (and safe) to do so.


Warhammer Game Notes & Maps

If you guys decide to rest, let me know where you would like to do so.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Rilia is good either way. I say, let the injured decide.

The Concordance

CN female Ulfen Human Druid 5
Spoiler:
|AC 17, T 9, FF 17|HP: 37/37|F +5, R 0, W +10 (+1 vs Human magic, +2 vs cold climate/slipping, +4 vs Fey/plant magic)|Init -1, Perc +11|CMB +4 CMD 13 (15 vs trip)|9/9 Geomancy, 1/1 Shape, 2/2 GL, 1/1 Inured, 1/1 Soothsayer

Maybe we should; let's do so outside, in a defensible position.


Warhammer Game Notes & Maps

Any other votes for resting outside the dungeon?

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

i vote outside

Dark Archive

M Elf Necromancer wizard 4 | AC: 14/12/12 | HP: 26/26 | Fort +4, Ref +4, Will +4 | CMB +0, CMD 12 | Init +4 | Perc +5 | Command Undead 7/7 (DC 17 Will)

I'm good either way, I've still got spells but getting them back would be nice too. Looks like the 'outsides' have it.


Warhammer Game Notes & Maps

Outside it is, then. I'm assuming that you guys go back out the way you came in. This area of Lastwall isn't particularly dangerous, so as long as you set up watches and such you don't have any problems in the nighttime. Everyone can gain back their level in HP and heal one point of Constitution damage, as needed. Spells and abilities refresh. I'm not really tracking it, but do let me know if you are changing up your spell list for the next day.

Otherwise, the party ends up back in the dungeon the next morning after descending the stairs. I've moved all your minis back to that area. Which way would you like to explore?

As a quick refresher on what you have encountered in the dungeon so far:

* You found a battered holy symbol in the watery stairs chamber
* You encountered some stirges that came from around a corner in the staggered hallway
* You saw a small statue of a demon facing down a broken statue of a Lillend
* You investigated the large chamber with a pool of water and fought the ooze that was there. You retrieved a magical gem there and Goran cleansed the unholy water effect.

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