| Danduun |
Sadaf does not move away from Danduun but also does not cast a spell.
He just orders Danduun to continue attacking.
The little dinosaur tears into the skeleton in front of it (BLS3) and will switch targets if one skeleton drops!
bite : 1d20 + 8 ⇒ (20) + 8 = 28
B/P/S damage: 1d6 + 1 ⇒ (6) + 1 = 7
CRIT? bite : 1d20 + 8 ⇒ (10) + 8 = 18
B/P/S damage: 1d6 + 1 ⇒ (6) + 1 = 7
~
Talon left : 1d20 + 8 ⇒ (13) + 8 = 21
B/P/S damage: 1d4 + 1 ⇒ (2) + 1 = 3
~
Talon right: 1d20 + 8 ⇒ (15) + 8 = 23
B/S damage: 1d4 + 1 ⇒ (3) + 1 = 4
| Clebsch GM DtBP |
Target: 1=D,2=S,3=V: 1d3 ⇒ 1
vs. Danduun AC 21
Dwarven Urgrosh, axe: 1d20 + 8 ⇒ (15) + 8 = 23
Damage, ax: 1d8 + 4 ⇒ (2) + 4 = 6
Rook: Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Needles: Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Danduun bites and claws at the skeleton in front. Crit threat not confirmed. All 3 attack hit for total of 14 to Skeleton 3.
The more wounded skeleton attacks Danduun and wounds it with a blow from his axe. 6 to Danduun.
Trevor, Rook, and Vinnie are up. Rook has not seen anything emerge from the fog yet.
Trevor
Rook
Vinnie
Skeleton 3 (14 lethal)
Round 4
Sadef
Danduun (16 lethal)
Skeleton 2 (32 lethal)
Vinnie Bandar
|
Vinnie continues to punch and kick at Skeleton #2.
unarmed strike: 1d20 + 9 ⇒ (1) + 9 = 10
B dmg: 1d4 + 5 ⇒ (3) + 5 = 8
unarmed strike: 1d20 + 9 ⇒ (12) + 9 = 21
B dmg: 1d4 + 5 ⇒ (4) + 5 = 9
| Clebsch GM DtBP |
Vinnie's first punch produces only a breeze, but his second knocks the skeleton's head clean off and the bones drop to the ground. One skeleton remains.
Rook and Trevor are up.
Mhazruk Kruhl
|
Rook glances back at the rest of the group finishing the skeletons, seeing one still standing he make the decision to help them quickly. Moving and pulling out his spear, he chucks it into the fray.
Syringe Spear: 1d20 + 5 + 2 + 1 ⇒ (11) + 5 + 2 + 1 = 19
Piercing Damage: 1d8 + 1 ⇒ (8) + 1 = 9
| Clebsch GM DtBP |
Rook's spear pierces the skeleton's rib cage through a weak spot in the ancient armor. If the skeleton had internal organs, it would have done more harm, but it still knocked a few bones askew.
4 damage after DR 5/bludgeoning.
Trevor?
Magical Trevor
|
Trevor Drops his whip and casts shocking grasp. he steps up and swings a crackling hand at skeletion 2
vs touch AC: 1d20 + 5 ⇒ (17) + 5 = 22
damage(E): 3d6 ⇒ (2, 1, 4) = 7
| Clebsch GM DtBP |
Skeleton 3 vs. Trevor AC 18
Dwarven Urgrosh, axe: 1d20 + 8 ⇒ (4) + 8 = 12
ACM2: Stealth, Invisible: 1d20 - 1 + 20 ⇒ (2) - 1 + 20 = 21
Danduun: Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Rook: Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Sadaf: Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Trevor: Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Vinnie: Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Trevor shocks the remaining warrior, weaking the arcane magic keeping it together, but not destroying it. 7 to Skeleton 3.
It swung its urgrosh at Trevor, but he ducked under the plane of the swing and the blade swished through the air.
Sadef
Danduun (16 lethal)
BLS2 (41 lethal, destroyed)
Trevor
Rook
Vinnie
BLS3 (25 lethal)
Everyone may taken zir next turn.
| Danduun |
Sadaf casts a guidances spell on the little Dino.
He orders Danduun to continue attacking.
The little dinosaur tears into the skeleton in front of it.
bite : 1d20 + 8 ⇒ (7) + 8 = 15
B/P/S damage: 1d4 + 1 ⇒ (4) + 1 = 5
~
Talon left : 1d20 + 8 ⇒ (3) + 8 = 11
B/P/S damage: 1d6 + 1 ⇒ (5) + 1 = 6
~
Talon right: 1d20 + 8 ⇒ (20) + 8 = 28
B/S damage: 1d6 + 1 ⇒ (6) + 1 = 7
Crit? : 1d20 + 8 ⇒ (17) + 8 = 25
Crit damage : 1d6 + 1 ⇒ (5) + 1 = 6
Vinnie Bandar
|
Vinnie continues to bash away at the remaining skeleton. 5' step to the SE to be able to attack #3. Since Vinnie has a Climb speed I think he can simply 5' step onto the wall in order to have enough room to attack but if not let me know and I'll see what I can do (perhaps just wait for Trevor to 5' step forward so that there is enough room for him to get into the fight)
unarmed strike: 1d20 + 9 ⇒ (5) + 9 = 14
B dmg: 1d4 + 5 ⇒ (2) + 5 = 7
unarmed strike: 1d20 + 9 ⇒ (18) + 9 = 27
B dmg: 1d4 + 5 ⇒ (1) + 5 = 6
| Clebsch GM DtBP |
Danduun's last talon attack hits a spot vital to the skeleton's arcane system. The skeleton is barely able to keep attacking. Vinnie finishes it off with a well-placed punch to the neck. Danduun did 8 after DR, Vinnie did another 6.
With the destruction of the last of the Firebrand warriors turned undead minions of an underground necromancer, the field of battle is not secure. Unobserved enemies may yet lurk in ambush.
Bold may act, limiting to one turn. Others wait to post when instructed.
Trevor
Rook
Mhazruk Kruhl
|
"Alright, regroup. Everyone doing well? They are either waiting for us up there or coming from another way." Rook says looking to the others.
Move back near group.
| Clebsch GM DtBP |
The area is quiet as a ... well, a tomb, which it is.
Everyone may take a single round action.
| Clebsch GM DtBP |
Let me know if you need me to 'bot your PC. Still waiting for a single round of action. We are still in melee; there are still enemies at large.
Sadaf Kargar
|
Sadaf moves with Danduun and casts guidance on Danduun.
Vinnie Bandar
|
Sorry GM, I somehow missed that we were up.
Would anyone like to be Large? If so, Vinnie will use his 1 round to cast Enlarge Person (1 round casting time) on them. Otherwise, he will move to the staircase and begin using stealth to creep up through the cloud.
Stealth (if needed): 1d20 + 16 ⇒ (12) + 16 = 28
I haven't adjusted Vinnie's position on the map since if he's casting a spell he won't move.
| Clebsch GM DtBP |
Waiting for Rook's response to Vinnie's offer of enlarged size.
If he does not post soon, I'll assume he moves toward the stairs with the others. Vinnie can move his character on the map assuming no one takes up his offer. If Rook requests the size upgrade, I'll move Vinnie back.
Mhazruk Kruhl
|
"Making me bigger sounds like a blast, but I think it might help someone else a bit more." Rook says quietly passing, preferring to shrink more than anything.
Vinnie Bandar
|
Vinnie moves up towards the mist with the others. Double move to account for the stealth roll made above.
| Clebsch GM DtBP |
Warhammer: 1d20 + 8 ⇒ (17) + 8 = 25
Warhammer damage: 1d8 + 3 ⇒ (7) + 3 = 10
ACM2 vs Danduun FF AC 17
Warhammer: 1d20 + 8 ⇒ (6) + 8 = 14
I failed to notice that I could have made this post after Sadaf posted, but I was preoccupied with work and didn't check my melee notes for who acted first. Others should be where they were before they moved. I placed people where I thought they were roughly, but make adjustments if you remember differently.
As Sadaf and Danduun advance toward the stairs, a war hammer smashes into Sadaf's head, making him see stars for a moment. 10 points damage.
As the blow connects, a duergar mercenary emerges from an invisibility spell's effects, blocking the path to the stairs. A moment later another appears after taking a swing at Danduun but missing.
These were readied attacks so Sadef's movement is stopped and his turn is done, since he cast a spell before moving. Danduun may take a standard action. Bold may revise their previous posts with the current situation.
Round 5
Danduun (16 lethal, guidance)(move, standard action pending)
Vinnie
Trevor
Rook
Round 6
ACM1
ACM2
Sadef (10 lethal)
| Danduun |
The little dinosaur attacks the dwarf that attacked Sadaf!
bite : 1d20 + 8 ⇒ (11) + 8 = 19
B/P/S damage: 1d4 + 1 ⇒ (4) + 1 = 5
Vinnie Bandar
|
Vinnie conjures two barbed chains to attack the two duergar.
Standard action to cast Barbed Chains; Caster Level 4 so it summons two chains, one for each of the foes.
Vs. Foe 1
Trip vs CMD: 1d20 + 9 ⇒ (18) + 9 = 27
If successful, besides knocking the foe prone, the enemy must make a DC 16 Will save or be shaken for 1d4 rounds
Shaken: 1d4 ⇒ 2
Vs. Foe 2
Trip vs CMD: 1d20 + 9 ⇒ (9) + 9 = 18
If successful, besides knocking the foe prone, the enemy must make a DC 16 Will save or be shaken for 1d4 rounds
Shaken: 1d4 ⇒ 2
Then Vinnie moves forward, climbing along the wall to get into position. Move action to move, using Climb speed to move from the square just south of Danduun so that his movement doesn't provoke an AoO.
B dmg: 1d4 + 5 ⇒ (4) + 5 = 9
| Clebsch GM DtBP |
ACM1: Will, vs. Spells & SLA: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Danduun takes a takes a chunk out of the duergar who hit Sadef.
The barbed chains of Vinnie's spell trip up the same mercenary, knocking him prone and inspiring a dread fear that he was not going to survive. The other keeps his feet however. Then the vanara advances into combat next to the small dinosaur.
Trevor and Rook are up.
Mhazruk Kruhl
|
"Good thing I saved a few packs of ordinance." Rook remarks with a smile as he moves up and his hands quickly modify the bomb to not splash back towards the group.
Bomb vs Touch: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Fire Damage: 2d6 + 10 + 1 ⇒ (1, 2) + 10 + 1 = 14 Splash 13.
| Clebsch GM DtBP |
Bomb, touch: 1d20 + 6 ⇒ (16) + 6 = 22
Fire: 1d6 + 2 ⇒ (4) + 2 = 6
Splash damage: Fire 3
Merc 1 vs Vinnie AC 27
Warhammer, prone, shaken: 1d20 + 8 - 4 - 2 ⇒ (9) + 8 - 4 - 2 = 11
Target: 1=D,2=S,3=V: 1d3 ⇒ 3
Merc 2 vs Vinnie, AC 27
Warhammer: 1d20 + 8 ⇒ (13) + 8 = 21
Trevor's magic missile strikes the prone duergar, eliciting a deep grunt of pain. Rooks bomb showers both with flames. Merc 1 takes 17 and #2 takes 17. Is there a chance either is on fire? If so what are ther rules for saves?
Just behind the standing mercenary, another appears, wearing leather armor. As he comes into view, he is lobbing a small object similar to what Rook just threw. This one hits Rook and explodes into fire as well, although not as much as Rook's bomb produced. Flames splash on Trevor, Sadaf, Danduun.
6 fire damage to Rook (and Needles?) and 3 fire damage to Trevor, Sadef, and Danduun.
Both Duergar mercenaries try to hit Vinnie with their warhammers, but both miss.
Sadef (13 lethal)
Danduun (19 lethal)
Vinnie
Trevor (3 lethal)
Rook (6 lethal)
Alchemist
Round 7
M1 (prone, shaken 2 rounds, 17 lethal)
M2 (19 lethal)
| Danduun |
Sadaf orders Danduun to continue attacking.
The little dinosaur tears into the dwarf in front of him.
bite : 1d20 + 8 ⇒ (5) + 8 = 13
B/P/S damage: 1d4 + 1 ⇒ (4) + 1 = 5
~
Talon left : 1d20 + 8 ⇒ (17) + 8 = 25
B/P/S damage: 1d6 + 1 ⇒ (3) + 1 = 4
~
Talon right: 1d20 + 8 ⇒ (2) + 8 = 10
B/S damage: 1d6 + 1 ⇒ (1) + 1 = 2
Sadaf Kargar
|
Sadaf casts burning hands on all the enemies.
DC 17 fire damage reflex half: 5d4 ⇒ (1, 4, 1, 1, 1) = 8
concentration casting defensively dc 17: 1d20 + 11 ⇒ (13) + 11 = 24
He then 5 ft steps back.
| Clebsch GM DtBP |
M1: Reflex: 1d20 ⇒ 17
M2: Reflex: 1d20 ⇒ 9
Alchemist: Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Only one of Danduun's talon attacks hits. 4 to Merc 2
Sadaf masterfully gestures and speaks a spell's triggering actions, while avoiding another hammer blow. Then his fingers of scorching fire wash over all three enemies. The standing mercenary takes the brunt of the flames and falls in agony and then lies still. The prone one turns his back and minimizes the damage. The alchemist is nimble and avoids the worst as well. Merc 2 takes 8 and is now dying, Merc 1 and Alchemist take 4.
Bold are up.
Vinnie
Trevor (3 lethal)
Rook (6 lethal)
Alchemist (4 lethal)
Round 7
Merc 1 (prone, shaken 1 rounds, 21 lethal)
Merc 2 (31 lethal, dying)
Danduun (19 lethal)
Sadef (13 lethal)
Mhazruk Kruhl
|
My bombs don't currently risk setting enemies on fire.
"Oh yeah, that stings a bit but I could teach you a few things if you weren't trying to kill me. Here, have a sample." Rooks says smiling with glee as the fire dissipates. He then modifies another bomb to hit the alchemist and to splash onto the downed enemy.
Bomb vs Touch @ Alchemist: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Fire Damage: 2d6 + 10 + 1 ⇒ (3, 5) + 10 + 1 = 19 Splash 13.
Vinnie Bandar
|
Vinnie batters at the prone mercenary from his perch up on the wall.
unarmed strike, higher ground, vs prone: 1d20 + 9 + 1 + 4 ⇒ (12) + 9 + 1 + 4 = 26
B dmg: 1d4 + 5 ⇒ (4) + 5 = 9
If that drops the Merc, Vinnie will 5' step into his square and continue attacking vs the alchemist. Otherwise the second attack will be vs the Merc.
Swift action after the first attack, assuming it hit: Hex Strike (Evil Eye) - Merc has to make a DC 17 Will save (mind-affecting) or take -2 to attack rolls for 8 rounds (success on the Will save means he has the effect for 1 round)
unarmed strike, higher ground, vs prone: 1d20 + 9 + 1 + 4 ⇒ (13) + 9 + 1 + 4 = 27
B dmg: 1d4 + 5 ⇒ (3) + 5 = 8
Five foot step into the Merc's square
unarmed strike vs Alchemist: 1d20 + 9 ⇒ (7) + 9 = 16
B dmg: 1d4 + 5 ⇒ (4) + 5 = 9
If that hits, swift action to Revelation Strike (Phantom Touch) - Alchemist is Shaken (no save) for 2 rounds
| Clebsch GM DtBP |
Merc 1: Will, shaken: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
Vinnie's first punch on the prone mercenary puts him at death's door. 9 damage to Merc 1 takes him to 0 hit points and the disabled and staggered conditions.
Then Vinnie follows up with an evil eye hex that further limits his fighting ability. Not that it matters, as his second punch puts him unconscious and dying. Evil eye hex on Merc 1 for 8 rounds, -2 to attack rolls, then 8 damage, making the merc 8 negative and unconscious.
Rook's next bomb explodes over the alchemist and the splash douses the dying mercenaries and kills them. Alchemist takes 19. Two dying mercenaries take additional 13 damage, which kills them both.
That leaves Trevor to potentially finish the melee, as only the alchemist is still standing. It will take 7 more points of damage to put him at zero hp.
| Clebsch GM DtBP |
Trevor's whip wraps around the alchemist's neck, digging deep into the dusky grey flesh. The duergar's dull eyes roll up and close as he crumples to the ground. This last one to fall is dying, but not yet dead, if you want to revive him for questioning.
Melee over. Lick your wounds and decide what to do next.
Vinnie (not injured)
Trevor (3 lethal)
Rook (6 lethal)
Danduun (19 lethal)
Sadef (13 lethal)
Each deceased mercenary has mwk chainmail, mwk heavy crossbow, mwk warhammer, and 18 gp. The alchemist has potions of cure light wounds (2), potions of detect secret doors (2), potions of expeditious retreat (2), potions of negate aroma (2), acid (6), alchemist's fire (6), smokesticks (6), tanglefoot bags (6), thunderstones (6); Other Gear leather armor, light crossbow with 10 bolts, light mace, dust of tracelessness, tindertwigs (6), formula book, 2 gp.
If you want to know what formulas are in the book, I'll have to get back to you on that.
Each skeletal warrior has mwk scale mail, mwk dwarven urgrosh, tattered uniform, and an obsidian spike driven into the sternum bone. This is the same as was described earlier.
Option for exploration:
The room you entered first could be secured and made into a safe place for resting up.
All the available doors have been labeled for easy reference if you want to look into any of the areas.
You have not explored the area E15 yet:
E15: A heavy partition divides this room into two sections. Shattered glass and looted armor and weapon racks litter the north end of the room, where a massive display case stands open and empty. A half-dozen animal trophies fill the southern half of the room, including the mounted head of a bulette looms from the eastern wall, a stuffed cloaker hangs from the ceiling in mid-swoop, and a taxidermic dire boar prepares to charge from his central plinth.
Sadaf Kargar
|
Sadaf sighs in relief that combat is over and immediately stabilizes the fallen Duergar to then use rope to bind him.
He will then cast detect magic and check all the areas including e15.
He then uses smelling salt to wake the Duergar up.
“Hello! Who are you?“ the dwarf asks.
Sadaf also takes the two healing potions they just found.
sadaf clw wand x 5 : 4d8 + 1d8 + 1 + 4 ⇒ (4, 2, 1, 6) + (3) + 1 + 4 = 21
danduun clw potion x 2 : 2d8 + 2 ⇒ (4, 7) + 2 = 13
Sadaf Kargar
|
Sadaf frowns.
“I am a merchant, and additionally, a believer in luck, as well as the importance of natural order! My name is Sadaf! I do not believe in good and evil, but in the balance of life. But I have trust my goddess, that it is better to achieve this balance with ‘good’ in your heart than ‘evil’ in your soul!“ he says.
diplomacy to change attitude : 1d20 + 18 ⇒ (15) + 18 = 33
“I would really like to understand what you were doing here and if there’s anyway that we can cooperate!“
Sadaf does not grow on people but in rare moments his empathy cuts into their feelings.
| Clebsch GM DtBP |
Rook: Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Sadaf: Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Danduun: Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Trevor: Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Vinnie: Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Assuming the group goes into the front entrance area, they find the following. This can happen before or after the revival and interrogation of the mercenary alchemist.
Statues depicting stern dwarven figures line this hall, separating 60 body-sized niches carved into the walls. A meticulous mosaic of a flame-enshrouded axe covers the floor at the room’s center. Heavy stone doors lead south, and two smaller doors nearly blend into the walls on each side of the main entrance. A short hallway leads deeper into the redoubt.
Pushed back into the corner of one niche lies a forgotten handy haversack bearing the Firebrand Legion’s distinctive insignia. It contains five wool blankets, two tents, two dozen iron spikes, 100 feet of silk rope, a hammer, a crowbar, and 6 weeks’ worth of moldering rations.
Also, there is a sign on the double doors just where the main hall splits in a Y intersection E20. It reads "ਖ਼ਤਰਾ ਦਾਖਲ ਨਾ ਕਰੋ."
Sadaf frowns.
“I am a merchant, and additionally, a believer in luck, as well as the importance of natural order! My name is Sadaf! I do not believe in good and evil, but in the balance of life. But I have trust my goddess, that it is better to achieve this balance with ‘good’ in your heart than ‘evil’ in your soul!“ he says.
“I would really like to understand what you were doing here and if there’s anyway that we can cooperate!“
Sadaf does not grow on people but in rare moments his empathy cuts into their feelings.
The conversation with the prisoner goes back and forth, as Sadaf gently overcomes the Duergar's hostility, and then makes a tentative friend.
"If Haab an' ar' group o' cenaries had captured yawl, ya'd be da furst ta get a slit throat. Alweys was toll yadew the same ta anyus," he says in common, a language he clearly does not speak much.
He struggles mightly to hate Sadaf as he has been taught, but recent events have taught him to doubt many things about what he as been told. He gulps and decides to turn his back on his now dead comrades and share what he knows about the redoubt.
He explains what the note found in the taproom already revealed, that he was a part of a band of mercenaries led by Haab Nuervagan. They were hired by some agents who lived deeper in the Darklands to attack the guards of the redoubt and hold it until the agents accomplished their plan (of which the mercenaries were told nothing). He tells you that several mercenaries have already died when they entered regions of the stronghold which appeared to be haunted. He knows that some prisoners from Davarn were brought back not long ago and are being held elsewhere in the fortress, but he does not know where. He thinks there might be other mercenaries guarding them or occupying other parts of the the fort. He knows there is also a strange fey agent of the one who hired the troop lurking about. He does not know exactly what kind of creature this is, but he describes it as having the legs of a goat, horns on her head, and hairless white skin.
Sadaf Kargar
|
Sadaf listens and eventually smiles.
“Thank you very much for your aid. I promise you that I’ll heal you and release you after we have cleared this pace!“
Don’t want to risk the duergar revealing more about us.
He looks around and sees the strange scripture.
“Can anyone read this?“ he asks.
| Clebsch GM DtBP |
The duergar grenadier, whose name is Grendain Bonebrand, translates the sign. "It says 'Danger, keep out.' "We 'countered a nasty ghost in dhere. Haab had it locked. The doors are massive and made of bronze, secured with a sturdy Duergar lock. "Dhat fey wi' de goat legs has de key, Iz dhinks."
Vinnie Bandar
|
Vinnie makes use of their wands (or his own if they don't have them) to make sure that Trevor and Rook are fully healed as well.
Then he watches with admiration as Sadaf persuades the fallen foe to come over to their side. "Don't s'spose you've ever heard of the Pathfinder Society? We're always on the lookout for new cannon fodder recruits. Think it over."
| Clebsch GM DtBP |
Grendain's attitude toward the group is friendly, so that means "the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion." That means he'll generally do as you ask but may not risk his own safety to help. Decide whether you want to rest or explore further. Then explain where you want to explore next. See map for possibilities known at present.
Sadaf Kargar
|
Sadaf gives Grendain a friendly smile and nods at Vinnie.
"Good everyone! Then let us continue the exploration and try to find this fey with the goat legs!" he says.
Mhazruk Kruhl
|
Rook look's over the alchemical goods but more importantly takes their formulae book.
"A good business man never gives away their secrets, but a good business man is typically alive too. Fair trade." he says before giving the body a pat on the shoulder.
He grabs some of the alchemical supplies and offers them out before attaching them to his bandoliers for easy access.
As Sadaf talks to the revived alchemist, he listens and nods.
"I have no ill will towards any a mercenary, it is a job. That information is worth his life. I can help tend to your wounds once we are done as well Grendain."
As the Undercommon is translated, Rook nods and realizes he has another language he needs to learn.
---
"A ghost? And a fey? This gets more interesting all the time. Thanks to that resupply I can keep going but how is everyone else feeling?"
Magical Trevor
|
Trevor gratefully accepts a bit of healing from vinnie.I still need to pick up CLW wand for the GM credit baby
"I think I'm good to press on, I've been conservative with my limited magical repitoire and if I can ever find a good position, I have a few more tricks up my sleave. Not too sure how much help I'd be against a ghost though. Oh maybe it's on of those friendly or at least not hostile ghosts. Like if it's the ghost of one of those old dwarven soildiers it might have been offended by the mercenaries and gone off of them, but if we offer to right some long past wrong it might cooperate with us! I mean a fella can hope right?"
Sadaf Kargar
|
Sadaf sighs in relief that the Duergar is so cooperative.
He will then cast detect magic and check all the areas including e13, e4, e5.
perception : 1d20 + 12 ⇒ (17) + 12 = 29
| Clebsch GM DtBP |
Can you be more specific about what you are doing? Are you entering rooms or just standing outside each door to see if you detect magic through the door? If you are entering any room, give me the order in which you will enter them.