DM Brainiac's Seven Dooms for Sandpoint Table 3

Game Master Brainiac

Reputation: Bunyip Club: -4, Runewatchers: 4, Sandpoint Cathedral: 15, Sandpoint Mercantile League: 1, Scarnetti Consortium: -13, Town Watch: -1, Townsfolk: 2


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CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Ximble has half his level in negative damage resistance, so he takes 18 damage.

Ximble hones in on the shadowy foe that struck him, and retaliates.

Actions 1+2+3) Hunter's Edge & Strike & Strike
Strike 1: 1d20 + 11 ⇒ (4) + 11 = 15
Damage 1: 1d6 + 4 ⇒ (2) + 4 = 6
Strike 1: 1d20 + 6 ⇒ (9) + 6 = 15
Damage 1: 1d6 + 4 ⇒ (2) + 4 = 6
34/52 HP


Will vs Ill Omen, Evil Eye: 1d20 + 12 ⇒ (9) + 12 = 211d20 + 12 ⇒ (3) + 12 = 15
Fortitude vs Heal: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 161d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (2) + 8 = 10

Wherby curses one of the shadows with the evil eye. All three take the full brunt of Herok's healing spell, their forms writhing in agony. Ximble's attacks miss, but Tekmin manages a critical hit. His follow-up strike hits, too, but does no harm to the incorporeal foe.

The shadows eagerly reach for you again, draining your life force and weakening you!

Shadow Hand vs Herok: 1d20 + 15 ⇒ (7) + 15 = 221d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 112d6 + 3 ⇒ (4, 4) + 3 = 11
Shadow Hand vs Tekmin: 1d20 + 15 ⇒ (11) + 15 = 261d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 122d6 + 3 ⇒ (1, 6) + 3 = 10
Shadow Hand vs Ximble: 1d20 + 15 ⇒ (4) + 15 = 191d20 + 10 ⇒ (15) + 10 = 25
Damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12

22 negative (void) damage to Herok, 22 damage to Tekmin, and 10 damage to Ximble after resistance. Herok and Tekmin are now enfeebled 1 and Ximbe is enfeebled 2. Everybody may act.

Enemy Status:
-28, -12, -12


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 40/40; Ursividae 20/20
AC 18
Fort +8, Ref +7, Will +10
Hero points: 1
Focus Points: 1/2
Spells prepped: 1st: ill omen [x], phantasmal minion [], soothe []; 2nd: blood vendetta [], paranoia [], paranoia []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

Wherby frowns. Concentrating, he Sustains his hex and throws a ball of fire at the same shadow.

Ignition: 1d20 + 8 ⇒ (8) + 8 = 16
Fire: 3d4 ⇒ (4, 4, 3) = 11


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Sounds goofy, but I do have a rune on the frying pan, so it's magic.

With his attacks not doing much to hinder the creatures, Tekmin falls back on a little trick that Master Crick showed him.

Cast electric arc, Dueling Parry

electricity: 3d4 ⇒ (4, 1, 2) = 7 DC 19

AC 23


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

The Shadows were possibly going to be more than could be handled, but Herok had plenty of Erastil's gifts left. He prayed again, sending vital energy bursting over the Shadows and his allies.

3-action Heal, DC 18 Fortitude save

Heal: 2d8 ⇒ (6, 2) = 8

Everyone heals 8, and hopefully the Shadows take 8. HP 30/44.


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Angered by their unwillingness to stay dead, Ximble wails away at the shadows.

Actions 1+2+3) Strike (plus 1d8 edge damage on the first hit vs hunted prey)
Strike 1: 1d20 + 11 ⇒ (12) + 11 = 23
Damage 1: 1d6 + 4 ⇒ (5) + 4 = 9
Strike 2: 1d20 + 6 ⇒ (2) + 6 = 8
Damage 2: 1d6 + 4 ⇒ (5) + 4 = 9
Strike 3: 1d20 + 1 ⇒ (20) + 1 = 21
Damage 3: 1d6 + 4 ⇒ (6) + 4 = 10
Edge Damage: 1d8 ⇒ 8
32/52 HP


Fortitude vs Heal: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 251d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (10) + 8 = 18
Reflex vs Electric Arc: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 191d20 + 14 ⇒ (1) + 14 = 15

Wherby misses with his fire. Herok sends out healing magic again, but this time two of the shadows resist some of the spell's effects. Ximble scores two precise hits, destroying the shadow attacking him. Tekmin's spell is ineffective against the first shadow, but the second one is damaged by it.

The remaining shadows attack again. Herok takes two hits, but Tekmin avoids his opponent's dangerous touch.

Shadow Hand vs Herok: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 301d20 + 10 - 1 ⇒ (14) + 10 - 1 = 23
Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 122d6 + 3 ⇒ (6, 2) + 3 = 11
Shadow Hand vs Tekmin: 1d20 + 15 ⇒ (3) + 15 = 181d20 + 10 ⇒ (6) + 10 = 16

23 negative (void) damage to Herok. Herok is now enfeebled 2. Everybody may act.

Enemy Status:
-32, -29


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Tekmin swings his frying pan wildly, hoping to disperse the shadow.

Strike, Strike, Parry

+1 frying pan: 1d20 + 13 ⇒ (6) + 13 = 19 for bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7

+1 frying pan: 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14 for bludgeoning: 1d4 + 4 ⇒ (1) + 4 = 5

AC 23


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 40/40; Ursividae 20/20
AC 18
Fort +8, Ref +7, Will +10
Hero points: 1
Focus Points: 1/2
Spells prepped: 1st: ill omen [x], phantasmal minion [], soothe []; 2nd: blood vendetta [], paranoia [], paranoia []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

"Fall back, Herok, they're going to kill you!" Wherby warns as he does his best to help his companion avoid that very dire fate that Wherby warned them all would happen. Maybe now they'll listen to him. And really listen, not like Tekmin who only hears the parts he wants to! And maybe not even that much.

Cast soothe on Herok, and Sustain evil eye
Soothe: 1d10 + 4 ⇒ (5) + 4 = 9


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Wherby's words put Ximble on edge and give the gnome good reason to do all he can to undo the last shadow.

A1) Hunt Prey | A2+3) Strike (plus 1d8 edge damage on the first hit vs hunted prey)
Strike 1: 1d20 + 11 ⇒ (13) + 11 = 24
Damage 1: 1d6 + 4 ⇒ (1) + 4 = 5
Strike 2: 1d20 + 6 ⇒ (18) + 6 = 24
Damage 2: 1d6 + 4 ⇒ (2) + 4 = 6
Edge Damage: 1d8 ⇒ 4


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

Herok takes a step back from the Shadow, then he moves back further, behind the others, and casts a cantrip to conjure a shield before himself.

Action 1: Step away from the Shadow. Action 2: Stride 25 feet away from the Shadow. Action 3: Cast shield.


Tekmin misses the shadow, while Ximble manages a couple hits that don't harm his foe very much. The shadows turn on the smallfolk, reaching out to attack them. Both feel themselves weakened as their shadows are pulled. Ximble's shadow separates from his body completely, and it shudders and stretches as it becomes a fully functional shadow spawn, preparing to attack you as well!

Shadow Hand vs Ximble: 1d20 + 15 - 1 ⇒ (9) + 15 - 1 = 231d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
Shadow Hand vs Tekmin: 1d20 + 15 ⇒ (5) + 15 = 201d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10

10 damage to both Ximble and Tekmin. Tekmin is enfeebled 2 and Ximble is enfeebled 3.

Shadow Spawn: When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished.


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

Herok sees that Ximble's Shadow has roamed free. He again calls on his divine font, this time targeting the Shadow that attacked Ximble, hoping that would remove the danger of the Shadow Spawn. He then conjured up another shield of force.

Actions 1&2: 2-action Heal vs Shadow threatening Ximble, DC 18 Fort save. Action 3: Cast shield.

Heal Damage: 2d8 + 16 ⇒ (2, 7) + 16 = 25


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 40/40; Ursividae 20/20
AC 18
Fort +8, Ref +7, Will +10
Hero points: 1
Focus Points: 1/2
Spells prepped: 1st: ill omen [x], phantasmal minion [], soothe [x]; 2nd: blood vendetta [], paranoia [], paranoia []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

"I'm too old for this," Wherby grumbles, quickly casting another spell and throwing a small ball of fire at the shadow that stole Ximble's shadow. It doesn't come anywhere close to its target, simply streaking by and casting even crazier shadows.

Sustain evil eye, cast ignition
Ignition: 1d20 + 8 ⇒ (1) + 8 = 9


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Ugh, what's happening? They're stealing my strength!"

Tekmin pulls a bottle of holy water from his belt and smashes it against the shadow!

Draw, Strike, Parry

holy water: 1d20 + 8 ⇒ (13) + 8 = 21 for good: 1d6 ⇒ 5 and 1 good splash

AC 23


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Ximble douses himself in healing mists, but with his shadow gone, not even the mist can fix what's wrong.

Actions 1+2) Soothing Mist on Self | Action 3) Strike
24/52 HP - enfeebled 3 - 1/2 focus points
Heal on Self: 2d8 ⇒ (1, 1) = 2
Strike: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 1d8 + 1 ⇒ (2) + (8) + 1 = 11


Note that you don't get the +16 bonus when using a heal spell to harm undead, only when you use it to heal a living creature.

Fortitude vs Heal: 1d20 + 8 ⇒ (4) + 8 = 12

Herok's spell eradicates the shadow that drained Ximble, but the gnome's own shadow remains a threat. Tekmin destroys his own opponent with a vial of holy water.

The shadow spawn attacks Ximble but fails to hit.

Shadow Hand vs Ximble: 1d20 + 13 ⇒ (5) + 13 = 181d20 + 8 ⇒ (3) + 8 = 111d20 + 3 ⇒ (10) + 3 = 13


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

"Ah! Stop it! I'm too young for the Bleaching!!!"

A1) Hunt Prey | A2+3) Strike twice
Strike: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Strike: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Edge Dmg: 1d8 ⇒ 4


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

Got it, thank you.

Herok moves up behind Ximble and casts a spell, this one one that will partially resolve his weakened state.

Cast Sound Body on Ximble to try and Counteract his Enfeebled condition.

Counteract: 1d20 + 8 ⇒ (1) + 8 = 9
Hero Point Reroll: 1d20 + 8 ⇒ (3) + 8 = 11

Halve and round up the Shadow Spawn's level to determine the level of the enfeebled effect. I'm using a Level 2 spell slot.


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 40/40; Ursividae 20/20
AC 18
Fort +8, Ref +7, Will +10
Hero points: 1
Focus Points: o/2
Spells prepped: 1st: ill omen [x], phantasmal minion [], soothe [x]; 2nd: blood vendetta [], paranoia [], paranoia []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

Wherby sighs in aggravation, casting an evil eye on the remaining shadow before throwing a ball of fire at it.

Cast [url=https://2e.aonprd.com/Spells.aspx?ID=1889]evil eye[/url (DC 20), cast ignition
Ignition: 1d20 + 8 ⇒ (5) + 8 = 13
Fire (ranged): 3d4 ⇒ (3, 1, 2) = 6
Crit? 2d4/2d6 persistent fire


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Ximble, what did I ever do to your shadow?"

Tekmin rushes to the remaining shadow and attacks.

frying pan: 1d20 + 13 ⇒ (18) + 13 = 31 for bludgeoning: 1d4 + 4 ⇒ (2) + 4 = 6
crit?: 2d8 ⇒ (4, 8) = 12

frying pan: 1d20 + 13 - 5 ⇒ (4) + 13 - 5 = 12 for bludgeoning: 1d4 + 4 ⇒ (4) + 4 = 8


Wherby misses, and Ximble manages a light blow that barely fazes the shadow. Tekmin lands a critical hit that weakens it significantly. Herok is unable to counteract the weakness from the shadow's touch.

The shadow reaches for Tekmin but the halfling avoids its grasping hand!

Shadow Hand vs Tekmin: 1d20 + 13 ⇒ (7) + 13 = 201d20 + 8 ⇒ (3) + 8 = 111d20 + 3 ⇒ (10) + 3 = 13


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Quick stats:

HP 40/40; Ursividae 20/20
AC 18
Fort +8, Ref +7, Will +10
Hero points: 1
Focus Points: 0/2
Spells prepped: 1st: ill omen [x], phantasmal minion [], soothe [x]; 2nd: blood vendetta [], paranoia [], paranoia []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:

Wherby continues his best efforts, even though he suspects they're horribly overmatched and all about to die. Fear lends him focus, as he tosses another ball of fire toward the remaining shadow.

Sustain evil eye (not sure if that was missed in the last post, since I screwed up the URL), cast ignition
Ignition: 1d20 + 8 ⇒ (12) + 8 = 20
Fire (ranged): 3d4 ⇒ (3, 4, 1) = 8


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Tekmin keeps swinging at the shadow!

+1 frying pan: 1d20 + 13 ⇒ (6) + 13 = 19 for bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7

+1 frying pan: 1d20 + 13 ⇒ (7) + 13 = 20 for bludgeoning: 1d4 + 4 ⇒ (1) + 4 = 5

Parry, AC 23


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Ximble flails away at his own shadow, not wanting to accept that part of him might have been claimed by the Bleaching.

A1+2+3) Strike three times
Strike: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Strike: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Strike: 1d20 - 2 ⇒ (9) - 2 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Edge Damage if a strike hits: 1d8 ⇒ 8


Wherby finally connects, and both Ximble and Tekmin hit the shadow enough times to finally destroy the last threat! With the dangerous spirits subdued, Abstalar and Audrahni complete the ritual.

The air grows chill, then Nualia’s spirit rises up with a mournful cry. She appears as a ghostly version of how she appeared in life—an aasimar woman with long hair wearing a breastplate that leaves her scarred abdomen exposed, her left hand a demonic claw and her eyes glowing with white light. Her entire ghostly form sheds a pulsing blue-green glow, an amplification of the moonlight into which she has been called.

As Audrahni feared, the particulars of this ritual have left her and Abstalar in a trance, their bodies swaying as they dance with the swirling vortex of moonlit spirits. As her mournful cry tapers off, Nualia settles into a position floating just off the ground, not far from Abstalar and Audrahni. She peers closely at them, focuses more intently on Abstalar, and then says in a haunting voice, “I remember you... why did you call upon me... you hated me... you all hated me...”

With Abstalar unable to respond, it falls on you to speak to Nualia...

The conversation with Nualia is an influence encounter. Each influence round lasts 1 minute. The ritual has a 10 minute duration, so you have 10 rounds to influence her.

Discovery Skills: Demon Lore, Perception, Society
Influence Skills: Deception, Diplomacy, Intimidation, Religion (to note that it's not too late for her to make choices that might save her from being sent to the Abyss when her soul is judged), Society (to remind Nualia that her life in Sandpoint had some good points)


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Oh, Nualia! We've heard all about you from these fine priests," Tekmin begins. "I don't think they have any hatred in their hearts for you, and I certainly don't!"

Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

Religion: 1d20 + 9 ⇒ (20) + 9 = 29

"I do not think anyone here holds hatred of you in their hearts. Father Zantus has told us how you were treated by the town - children playing pranks on you, adults treating you like some kind of blessed spirit, likely making you feel quite uncomfortable. He has also told us how Father Tobyn treated you, sequestering you away with the intent of planning your life for you so he could advance his own career. Is it any wonder that you acted as you did? You were not permitted to be a child, you were not permitted to choose your own path in life, all because you were born with a touch of the celestial realms. While the actions you took in life may doom you to the Abyss, perhaps now, before your soul is judged, you may make a choice that gets your soul a better fate. Father Zantus ensured you received a proper burial here in the Sandpoint graveyard. He does not hold a grudge, nor do I. You had hate in your heart in life for so long due to how you were treated. Your soul does not need to be burdened with this hatred in your afterlife."


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Wherby listens and watches, hoping he can get some insight into what he's supposed to say. He's not some silver-tongued halfling entertainer who's able to talk their way out of any situation...

Society (trained) to Discover: 1d20 + 10 ⇒ (4) + 10 = 14


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Discovery using Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Can Ximble use 'hunt prey' on her Nualia to gain a +2 bonus on the check?

Ximble keeps his distance from Nualia as he's scared the ghost might sink her angry teeth into his tattered spirit. Instead, he studies her intently, watching and overanalyzing her every move.


Wherby is unable to glean any insights, but Ximble realizes that the easiest way to get through to Nualia would be to remind her of the good points of her life in Sandpoint.

Society is the skill with the lowest DC to influence her.

A look of fury flashes over Nualia's features when Herok mentions Father Tobyn. "That man was a monster! He deserved the fiery death I gave him, and far worse!"

The priest and Tekmin are able to calm her down a bit with their words, and her rage subsides back to a simmering boil. "You are so focused on trying to help me, but you do not realize that you are the ones that are going to need help. First there was Chopper. Then there was me. We were but early dooms that came to Sandpoint. The worst is yet to come, and when the town burns, everyone will finally feel the pain I felt during my final years of life. There are seven dooms in Sandpoint's future," she warns.

You have gained 3 Influence points with Nualia. Everybody may make rolls for the second influence round.


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

Her vehemence over Father Tobyn was, likely, well-deserved in her mind, but Herok made a mental note not to mention him again. It was most definitely a sore spot.

Besides, the seven dooms in Sandpoint's future were more important.

"Seven dooms? Is this something you learned of in life, or has this knowledge come to you in the afterlife? Can you tell us of these dooms which come to Sandpoint's future? Perhaps warning us of these things can help your soul find true peace."

Religion: 1d20 + 9 ⇒ (4) + 9 = 13
Religion (Hero Point): 1d20 + 9 ⇒ (8) + 9 = 17


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"I know it is no fun to serve as a lesson for everyone--believe me, some people," the halfling glances over his shoulder at Wherby, "Are always calling me a bad example. But, Sandpoint has really learned and grown since your time. People have changed quite a bit, and mostly for the better."

Society: 1d20 + 7 ⇒ (1) + 7 = 8


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

"The village has its problems, but -- much as I hate to say it -- Sandpoint is able to deal with the worst of them itself, even if adventurers help sometimes! Tell us about these seven dooms, so we can find ways -- or people -- to stop them! You didn't deserve what happened to you, but Sandpoint doesn't deserve any more doom!"

Despite his usual grousing, Wherby's words ring true.

Society (trained): 1d20 + 10 ⇒ (20) + 10 = 30


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Society vs DC ??: 1d20 + 7 ⇒ (10) + 7 = 17

Ximble looks nervous when Nualia mentions there are seven dooms in total. Though in agony, the woman does not give Ximble the impression that she's trying to deceive them. She's in the afterlife, and perhaps she learned more about what's to come in the great beyond?!

"See, you're trying to help, even though you're in much pain and anger, you're trying to help, because you know we are trying to help. This place can't be all bad when we're still trying to help each other under these circumstances!"


"I am not trying to help," Nualia insists angrily. "Helping those people is the last thing I want to do. They were never there for me. Why should I be there for them?"

Wherby's critical success adds 2 points, but Tekmin's critical failure subtracts 1, so you gain 1 net point for a new total of 4. Everybody is up again for round 3.


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Tekmin searches his memory for relevant information about the town, "I wouldn't call you a doom, Nualia. That's terribly unkind! You had reasons for what you were doing, and we can understand them."

Society: 1d20 + 7 ⇒ (8) + 7 = 15


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Aid Another Wherby on Society vs DC ??: 1d20 + 7 ⇒ (9) + 7 = 16

Ximble gets the impression that Wherby, cranky as he might be, knows how to connect with Nualia. Instead of making his own grand statements on why she ought to help the town, Ximble focuses on reinforcing Wherby's points.


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Society (trained): 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22

"But if you're stuck here still somehow, wouldn't these dooms hurt you too? If you don't want to do it for Sandpoint, do it for yourself."


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

Herok pauses a moment from speaking to Nualia as he observes her demeanor, trying to figure out a way to get more information about these dooms from her, and maybe trying to get her to a more peaceful rest.

Discovery (Perception) to find Weaknesses: 1d20 + 8 ⇒ (4) + 8 = 12


Herok is unable to glean any more insights as to how best to influence Nualia.

"I am only here because you have pulled my spirit forth from the afterlife. I am in limbo between the planes as I await my soul's judgment. These dooms cannot harm me, but they certainly will harm you!" she says angrily.

You are at 5 Influence points. Everybody may act for round 4.


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Ximble's toes start to ache as every fiber of his being wants Nualia to cooperate. Why must she be so angry?! There's more to life than anger and hate! And surely there's more to the afterlife as well. "But now that you're here, you're part of this town's future! Know that, as judgment awaits you, and do the right thing!"

Aid Another Wherby: 1d20 + 7 ⇒ (19) + 7 = 26


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

Wherby continues to work hard to persuade Nualla to help but despite Ximble's help, his argument isn't very effective. This is something for an adventurer! Not me!

Society (trained): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Look, I think you would rest better if you forgave the people of Sandpoint. Many of the people who tormented you aren't even around any more."

Society: 1d20 + 7 ⇒ (11) + 7 = 18


Male Half-Orc Cleric (Warpriest) 5 | HP 58/58 | AC 22 | Fort (E) +11, Ref (T) +11, Will (E) +12 | Perception +12 (low-light vision; darkvision) | Divine Font (Heal) 4/4 |
Spell Slots:
1st - 2/3, 2nd - 3/3, 3rd - 2/2
| Emblazon Armament: Bow

"If nothing else, when Pharasma judges your soul, perhaps she will be more lenient and spare you from the less-than-tender mercies of the Outer Rifts."

Religion: 1d20 + 9 ⇒ (2) + 9 = 11


As you continue your appeals to Nualia, her expression softens with sorrow beginning to replace her anger. "I mourn for you and the other people of Sandpoint, in truth. You did me a favor by killing me before the seven dooms finish what was begun so long ago. Even if you are willing to forgive me, I cannot forgive those who forced me down my path; those who taunted and tormented me while I lived doomed their children more than anything I could have done."

At last, sadness fully replaces Nualia's anger. She sighs and slumps her shoulders. "Forgiveness from those who never wronged me directly is a bitter salve. I invite you to seek me out in the land of the dead once the Pit disgorges its seven dooms upon you all. Then, perhaps, I'll be ready to consider forgiving those who ruined my life, for they'll have the wisdom of the far side of the grave at last."

The ghost of Nualia begins to fade away, returning to the Boneyard. As she goes, she offers one final warning: "Not all who have plagued Sandpoint lie still, and new enemies work in the shadows. I do not wish these seven dooms upon Sandpoint, but one does, and that one hearkens on red wings. Unless you can delve the Pit in time, you will not escape his fires."

Then she is gone.

Abstalar and Audrahni sigh heavily as the ritual magic fades away. Both of them appear to be haggard and drained. Abstalar manages a weak smile. "Thank you for being here with us. I must rest now, but I will ruminate on what Nualia said. Return here tomorrow morning and we will speak further."

You have gained 1 Reputation Point with the Sandpoint Cathedral! You are now Admired by them. Spellcasting services for healing and recovery are free; prices for other spellcasting services are half off. The prices for healing or items at the cathedral decrease to 90% of regular asking price


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

"What's to speak about?" Wherby grouses. "We need to find some more adventurers. Some of those Sihedron folks, probably."


male halfing witch's apprentice 5 HP 66/66 | AC 22 | F +11 R +9 W +9 | Perc +9 (+11 Ini.) | speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Boy, what a sourpuss! I hope I'm in better spirits after I die," Tekmin realizes that his joke is probably in poor taste and quickly wipes the smile from his face.

"Master Crick, do you think there are any suitable adventurers around? It's been so quiet around Sandpoint lately, and most of the adventurers are off chatting with Runelords in New Thassalon or trying to become linnorm kings, I think."


CG | Male Gnome Ranger 5 | HP: 68/68| AC: 22 | F: +11; R: +11 (+11); W: +12 | Perception +12 | Initiative +12 | Hero Points: 1/1 | Exploration:

Ximble is visibly frustrated when Nualia departs. "His, and he harkens on red wings somewhere deep down inside a mysterious pit. Welp, I now find myself holding more question marks than before talking to Nualia, great!"

He lazily scratches himself behind the ear and then shakes his head, but the sour expression won't go. "What are those other adventurers going to do, Wherby? Watch us take the initiative, as always, and let us do all the hard work, as always? No, if we want this to be done, and done right, it's up to us to do so. Just don't ask me where to start. Ok fine, maybe do, how about we talk to the Cathedral people first?"


HP 53, AC 20/21, F+11, R+9, W+12 Human witch 5

"There are always adventurers, Tekmin. That's the thing with them. They're looking for adventure, and so they're drawn to places where they can find it. Like Sandpoint, with these dooms. It's similar to the old adage when you lose something, 'it's always in the last place you look.' "

He shakes his head at Ximble. [b]"I didn't see you fight off those giants, or the Runelords, I don't think. Maybe my memory's going, though."

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