Redelia's Wardens of the Reborn Forge (Inactive)

Game Master Redelia

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Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

With no other objections or input from the group,
"Up the stairs, then!"


Venture Lieutenant, Play by Post (online)

sigh... sorry team, I'm going to have a little more delay. I have to read really carefully to see what those stairs are. It's not at all clear from the adventure. I'm almost conviced Paizo left something in the map with no text description...

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC
GM Redelia wrote:
sigh... sorry team, I'm going to have a little more delay. I have to read really carefully to see what those stairs are. It's not at all clear from the adventure. I'm almost conviced Paizo left something in the map with no text description...

I'm fine moving to the next area to the left and checking up the stairs later.


Venture Lieutenant, Play by Post (online)

OK, got it figured out. There were matching numbers in odd rooms drawn on the edge of the map.

You carefully make your way up the stairs.

please put your individual tokens on the map in the green box near the stairs. These are 10 foot squares.


Venture Lieutenant, Play by Post (online)

still waiting for some characters to be placed on the map

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

I do not have a token. On a Mac and unsure how to create one.


Venture Lieutenant, Play by Post (online)

OK, waiting a bit longer for everyone...

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Just a reminder that Fendel has Trapspotter 10'


Venture Lieutenant, Play by Post (online)

A ten-foot-wide staircase carved into the rock descends into this small chamber. In the center of the area, a winch met on four sides by wooden poles powers the crusher above, which is visible through the metal grate that composes most of the ceiling. Four large creatures turn the machine, supervised by a mutated looking ogre further back in the chamber. This room is very loud from the machinery overhead.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus' eyes go wide in shock when he sees the giant, monstrous creatures.
"Uhh, maybe we should just leave them be."
Arcturus begins to slowly back away. He stops to see if the rest of the party agrees to follow.
"Maybe we should go try to figure out what that crusher above does."

What knowledge to identify the 4 creatures?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective attempts to puzzle out the purpose of the large machine.

Engineering: 1d20 + 28 + 1d6 + 2 ⇒ (8) + 28 + (5) + 2 = 43

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1
Fendel, CSI: Absalom wrote:
Just a reminder that Fendel has Trapspotter 10'

Dito


Venture Lieutenant, Play by Post (online)

This seems to be a method of transfering monster/animal power to the ore crusher up above.

dungeoneering to id the strange creatures.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar looks around at the creatures and twirls his mustache.

"Hmmm..."

Knowledge (dungeoneering): 1d20 + 20 ⇒ (19) + 20 = 39


Venture Lieutenant, Play by Post (online)

Rogar knows these are capramaces, which are weird goat/human mutants (aberations) from the mana wastes. Their bites can carry disease, and they can make a noise that deafens opponents.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus now has even more options for slaughtering foes in an unsporting manner. Instead of the shadows (swapped that out to prep the 4th-level Darkness domain spell in the 5th-level domain slot, for an extra Shadow Conjuration) his new option are Nuckalavees (untyped breath weapon), Escorites (Enervation spam), or Bogeymen (tons of fear effects).

But, he's not in a hurry to resort to that ability.

He watches and waits, ready to help out with his other spells if needed.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
GM Redelia wrote:
Rogar knows these are capramaces, which are weird goat/human mutants (aberations) from the mana wastes. Their bites can carry disease, and they can make a noise that deafens opponents.

do they look like slaves?


Venture Lieutenant, Play by Post (online)

I'm not sure how to answer that, Rogar. You would know that these creatures have only animal level intelligence.


Venture Lieutenant, Play by Post (online)

OK, team, what are you doing here?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

"What do you all think? Should we try to take out that strange ogre and hope those enslaved creatures don't harm us if we can set them free?"
Arcturus whispers to his teammates.

He thinks for a moment as he gauges the size of the chamber.
"I could magically silence the area so we can dispatch the ogre silently. Do any of you have the ability to let the creatures know we mean them no harm? Like a druid's wild empathy or something?"

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus looks around at his companions, waiting for an answer.
...
...
...
"My-o-my. You sure are a quiet bunch."

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7
Arcturus of Shelyn wrote:

Arcturus looks around at his companions, waiting for an answer.

...
...
...
"My-o-my. You sure are a quiet bunch."

"Yeah let's take out the ogre!"

sorry I forget did we rest?


Venture Lieutenant, Play by Post (online)

By the rules, starting the new sheet is considered a whole new session. All your daily use or once in an adventure type things reset.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble
Arcturus of Shelyn wrote:

"What do you all think? Should we try to take out that strange ogre and hope those enslaved creatures don't harm us if we can set them free?"

Arcturus whispers to his teammates.

He thinks for a moment as he gauges the size of the chamber.
"I could magically silence the area so we can dispatch the ogre silently. Do any of you have the ability to let the creatures know we mean them no harm? Like a druid's wild empathy or something?"

"I have no such ability to speak with beasts of animal intelligence.

I suppose one could try to mime to them."
Ranalus shrugs. "These creatures may be hostile even if freed. Or not. I know very little of the mutants of the Mana Wastes."

Ranalus will go along with the plan.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"While I am certain there are exceptions, I have yet to meet an ogre who was of high moral character. Additionally, this is not their mine. I say we eliminate him then see what transpires."

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

I have absolutely no desire to kill an animal just because it looks strange or dangerous. She looks around the place. Perhaps eliminating the ogre quickly enough is a good idea...

Are these creatures, the goat-people, chained up? It seems that in order to set them on us, the ogre needs only a command, or does he need to somehow unleash them?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus nods in agreement with each of his teammates.
"Okay, then. We dispatch the ogre and try to free the beasts. Now we need to come up with a plan..."
Arcturus gathers the group in a tight circle to discuss their plan.

Team huddle!

Arcturus whispers to his group.
"How should we go about this? I could cast silence and we buff our rogues here with whatever protective spells we can give them. Then, Fendel and Slash go in, get in flanking positions around the ogre, and coordinate their attacks to take him out swiftly."
Arcturus pokes his head up from the huddle to peer at the ogre.
"Wait a second... that ogre could be a slave as well. Forced to watch over the area and command those beasts."

"Arush, can you detect whether those beasts and the ogre are good or evil?"

"Ranalus, do any of your summoned creatures attack silently? Like many incorporeal creatures?"

"Give me 10 minutes and I could prepare a respectful quiet spell to cast on us."

"Another idea is encasing the ogre in a wall of stone."


Venture Lieutenant, Play by Post (online)

results if anyone detects evil:
The ogre is evil, the beasts are not

You are not sure what the ogre could do, because he has some controls near his hands, and it is not obvious what those controls do.

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

If needed, Arcturus does have detect evil through the use of his Shining Wayfinder.

"Hey. Wait a second..."
Arcturus pulls ot his Beacon of Good Shining Wayfinder. He flips the lid and watches the compass arrow spin erratically for a moment. It stops spinning, wavers for a bit, and points directly at the ogre.
"Yep. That ogre is as evil as my grade school arithmetics teacher."
He says as he tucks the wayfinder back into his pocket.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

I was learning to identify magical things... Evil, you know... it does not need to be detected. It needs to be seen and understood.

Ready to go with any plan. I guess we should take ogre down in a surprise round.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"I cannot imagine he could withstand a targeted barrage from all of us simultaneously."

I think we could target him in a 'surprise' round with range. I think we could drop him then approach the goat people.


Venture Lieutenant, Play by Post (online)

initiative:

Ranalus: 1d20 + 8 ⇒ (19) + 8 = 27
Arcturus: 1d20 + 4 ⇒ (3) + 4 = 7
Fendel: 1d20 + 11 ⇒ (20) + 11 = 31
Slash: 1d20 + 11 ⇒ (7) + 11 = 18
Arush: 1d20 + 5 ⇒ (4) + 5 = 9
Rogar: 1d20 + 1 ⇒ (17) + 1 = 18
ogre: 1d20 - 1 ⇒ (3) - 1 = 2
beasts: 1d20 + 1 ⇒ (19) + 1 = 20

ogre perception: 1d20 + 9 ⇒ (2) + 9 = 11

The entire team is up for the surprise round, no bad guys go then.
You also can take your round 1 turns, because the ogre goes after you, and the beasts will not do anything in the first round.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Surprise Round

I'll start, you pick up! I'll try to take him alive. Maybe he will tell us something useful.

Arush walks forward.

Round 1

Arush clicks the heels of his magic boots (free - haste 1 round), mentally appeals to her infernal patroness, asking Queen of Dis to help her punish evil (swift - smite) and brings down a hail of arrows on the ogre.

+1 Seeking Merciful Composite Longbow + SMITE + HASTE | Deadly Aim: 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 401d8 + 10 + 12 + 1d6 ⇒ (8) + 10 + 12 + (5) = 35
+1 Seeking Merciful Composite Longbow + SMITE + HASTE | Deadly Aim: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 231d8 + 10 + 12 + 1d6 ⇒ (4) + 10 + 12 + (6) = 32
+1 Seeking Merciful Composite Longbow + SMITE + HASTE | Deadly Aim: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 161d8 + 10 + 12 + 1d6 ⇒ (2) + 10 + 12 + (4) = 28
+1 Seeking Merciful Composite Longbow + SMITE + HASTE | Deadly Aim: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 201d8 + 10 + 12 + 1d6 ⇒ (1) + 10 + 12 + (5) = 28

Ranged attack bonuses near Arush:

- Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Aura of Care (Su): At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.

UPD Confirm?: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 362d8 + 20 + 24 ⇒ (7, 3) + 20 + 24 = 54

Damage is non-lethal! I believe it's 89 dmg (it seems that the crit is confirmed and the rest is probably miss?)

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

Rogar casts magic missile at the ogre.

"Take this.."

damage: 5d4 + 5 ⇒ (3, 1, 4, 4, 1) + 5 = 18

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus looks less than thrilled at Arush's idea - taking captives and forcing them to serve you has never sat right with him - but he has no better idea himself.

He will stay back and use Total Defense, as his own offense is pretty minimal and there does not yet appear to be a true need for his spells.

Scarab Sages

HP:129/129 +X temps | AC: 26/26 (17T/19/23FF) | Fort +175, Ref +22, Will +12, +5 resistance vs. enchantment | Initiative: +11 | CMB: 17/19 | CMD: 34/36 | Perception +26, Trap Spotter 10' | Sense Motive +13 Rogue(Scout) 12/Slayer 1/Fighter 1

surprise Round

Striking from within 30' Slash uses bow to damage the ogre but his aim is off and his shot goes wide.

+1 composite shortbow: 1d20 + 17 ⇒ (1) + 17 = 181d6 + 5 + 6d6 ⇒ (5) + 5 + (2, 6, 6, 2, 3, 2) = 31

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus looks on in awe as the ogre is barraged with a storm of arrows and magic missiles.
"Woahhh. That was awesome," he says, almost dumbfounded.
He waits for a moment to see if the ogre remains standing.

Waiting for an update.


Venture Lieutenant, Play by Post (online)

Arcturus, is that delay for the surprise round?

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

In the surprise round...

Arcturus quickly tosses up a prayer spell to enhance his teammates' abilities.
"Guide my friends and hinder my foes, Shelyn!"

Prayer wrote:
You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

While the others attack, the detective takes a moment to study the ogre. Finding a potential weak spot, Fendel fires a pair of arrows.

Surprise Round = Study Target. Round 1, Full Attack

+1 Holy longbow: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 1d8 + 10 + 3 + 1 ⇒ (5) + 10 + 3 + 1 = 19 (...if EVIL, add HOLY: 2d6 ⇒ (5, 5) = 10)

+1 Holy longbow: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 10 + 3 + 1 ⇒ (1) + 10 + 3 + 1 = 15 (...if EVIL, add HOLY: 2d6 ⇒ (5, 3) = 8)


Venture Lieutenant, Play by Post (online)

During the surprise round, Arush and Fendel prepare to attack. Arcturus boosts everyone's combat ability, Ranulus waits, Slash tries to attack, and Rogar pelts the bad guy with magic pellets.

(-18 HP)

Fendel sends arrows flying at the ogre.
(-70 HP)

Arush then begins to launch arrows. The first arrow takes the ogre deep into unconsciousness.

(-70 HP, 90 NL)

I assumed that since Arush is doing non-lethal damage, those last shots would not be launched once the enemy is down.


Venture Lieutenant, Play by Post (online)

Sorry, guys, in my description earlier I failed to mention that the creatures are all using special muzzles that clearly keep them from making any sounds.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Is it possible to try some kind of check to calm the animals? For example, pure charisma check?

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

"Nice shots!" Rogar twirls his mustache. "I wonder what language they speak"


Venture Lieutenant, Play by Post (online)

since they are aberations, I would say that a charisma check would be your best hope of calming them.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

Cha: 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26
(+3 is an item bonus from Circlet of Persuasion)

Arush walks forward with his hands outstretched. Calm down, my good ones. It's all good. We will not offend you. Her calm voice is combined with the confidence that they have something in common - she was also so often considered a monster...

Silver Crusade

NG male Aasimar | Cleric of Shelyn 15 | HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14  | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Arcturus rubs his hands together nervously as Arush steps forward to calm the tethered beasts.
"Ooh. Please be careful, Arush."
He whispers under his breath.


Venture Lieutenant, Play by Post (online)

Arush notices that the creatures seem to change from alert rhinos to docile cattle in attitude. They definitely are calmed from being wound up by the combat near them.

Sovereign Court

f LG tiefling Paladin 14 | HP 100/100 | AC 24 T 14 FF 20 | CMD 29 | F+16 R+14 W+15| Init +5 | Perc +22 | See in Darkness | LoH 11/11 | Bond 2/3 | Smite 5/5 | Haste 10/10 | Corruption Resistance | Fortification 75%

It's all good. They calmed down. Let's not go in the whole crowd. Let Fendel inspect the room for something valuable, and I, along with Slash, will drag the ogre's body into the corridor.

I remind you that he is alive.)

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