Aredil Sultur

Abraham Maedrhos's page

115 posts. Alias of JamZilla.


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(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Hey guys, I just wanted to let you know I'm pulling out of this game. The quality of rp has been great but the pace just doesn't suit me I'm afraid.

Jon, if you'd like to bot Abraham until the party exits the sewer he would likely go his own way from there.

Thank you very much for the opportunity and I wish you all a long and fun game :)

Hope to play with you all again soon.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Who are we waiting on, Viktyr?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

That's it, press the advantage! Drive the little gremlins back into their holes and call it all done! Abraham says cheerfully, once again looking to confound one of the goblins.

Casting Daze again, targeting a different goblin


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Ah OK, cool


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

It's the goblin's turn, yes?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

With the goblins closing in, Abraham waves his hand in the direction of the nearest and a sudden glittering fog appears around its head for just a moment. He watches it blink hard and its head loll but he is unsure if the spell has truly taken hold.

Cast Daze on the nearest goblin – DC 15 Will save


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Just so I'm clear, whose turn is it now?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Abe already took his action this round, Enlarging Viktyr.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

One last bump...?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Any news on this starting up again Jon?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

This blasted place, they are all around us!

Abraham steps back into the corner beside Viktyr and Chandra and places his hand on the holy warrior's shoulder.

Crescunt et sic repente praecipitas! Grow, Viktyr, you are a giant to these things!

Casting Enlarge Person on Viktyr

Status:

HP: 9/9
AC: 13 (12 T / 11 FF)
Fort: +2 // Ref: +2 // Will: +2 (+2 vs enchantment)
Arcane Reservoir [x][][][]
Cantrips Prepared: Dancing Lights. Mage Hand. Prestidigitation. Spark.
Level 1 Prepared: Enlarge Person. Sleep.
Level 1 Spell Slots: [x][x][x][]
Ongoing Effects: none


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

How many goblins are there, Jon


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Not sure what else we can do to help Morosino here. Abraham and others with a good perception check can take ten to aid another but other than providing light, there’s not much else I can see we can do. If nothing else I don’t think the idea of following the filth to the river is a bad one, at least it gives us some direction instead of wandering aimlessly down here.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

This is intolerable. Abraham thinks as he steps in yet another puddle of god-knows-what filth.

Morosino, worry about us for now, when we get out we will be concerned for Janiven. There’s nothing we can do to aid her situation for the moment save getting out of here.

I hope there is a change of clothes in this safehouse of yours....!

He thinks for a moment then and says;

If we get truly lost then we should follow the flow of this muck. Logically it has to lead to the river and that could well be our best way out.

Take 10 on perception as we move searching for these markers


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Of course you can, Morosino. You can do anything you set your mind to. Believe me, there is little more powerful than the will to succeed. Now then, which way?

Abraham produces another set of three floating globes and send them ahead of the party to light the way.

Ah, ha! Abraham says. Capital work, young man! We shall follow it then, with haste I suggest.

It seems to me that unless there is some kind of encounter, whether that;s a creature of another room like the one we just found, there's no need to do this in rounds? Or am I wrong?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Morosino, for better or ill, you represent our best chance of getting out of this situation with our lives. Abraham says with an air of resignation.

Now Janiven trusts you, and whatever you thought you’ve been doing up until this point, it is no longer a game. But rather time to repay that trust, don’t you think? So come now, self-pity is neither productive nor personable. Get up and lead us out of there.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Bump. Unless my knowledge check shows something odd about these goblins (or anyone says otherwise?) I think we are ready to move on

Lead on, Morosino.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Take ten on knowledge local for any details on the goblins that live under the city?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

At least this might prove valuable. Abraham says picking up the jewelled bracelet. Still, we should not tarry here. Those goblins might be back any time, or worse; the Hellknights.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

An aid another and we'll make that second perception check

Filth and degradation. Abraham says distastefully.Two watch-words of goblinoids. At least it doesn't appear that they have been here for a while. Still, if their kind make use of the tunnels we should be wary. Alone, they are irritations, as a pack they are surprisingly cruel.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Abraham conjures a new set of Dancing Lights and sends then through the hole to illuminate what is beyond.

That was quick thinking with the dogs, Chandra. Most commendable. Though I confess I did not understand your reference to Artemus? he says over his shoulder as he peers inside.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

What is the sense of a battle bravely fought and lost? Abraham asks. It was foolish to stand against the Hellknights without significant planning. I would have thought that to be self evident but whatever the result of our clandestine meeting, it seems that should be the first thing we learn.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

I have to say, I thought you were all finished. If nothing else that encounter with the Hellknights shows how dangerous this... endeavour is.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Abraham casts a furtive glance behind them.

If you're sure we have time. Although this might be an excellent place to hide and regroup


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Seeing the others finally rounding the corner of the tunnel, Abraham is not ashamed to breathe something of a sigh of relief.

Without a word, he turns and begins heading away from the scene of the battle.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Is it Blast and then the Hellknight's turn?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

A single bead of sweat runs down the sides of Abraham's face and he wipes it idly away with the back of his hand. The sound of fighting still rages but he can also hear the calls to retreat. He holds fast a few seconds longer.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Abraham continues to back away along the narrow tunnel, crossbow levelled the way he came


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Just to let you know guys I am away for the weekend. I will be able to post but it'll be on my phone so will be limited and I won't be able to move myself on the map


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

I think it's going to be tricky for everyone to retreat in the same direction. Or at least, in the same direction as me. Hopefully Abraham can loop around and make his way back to everyone else but that tunnel directly behind Chandra has got to be tempting.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Chandra, although Jon's houserule allows drinking a potion as a swift, if you didn't already have it in your hand drawing it is going to provoke an attack of opportunity. Although I recognise with the position you are in you might not have a choice but to risk that unless you succeed on an acrobatics to move out if a threatened square?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Apologies you're quite right. Abe is first in the initiative and Chandra is next, I overlooked that


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

I believe it is back on the Hellknights so don't huzzah just yet Chandra :/


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Just for future clarity, Jon. Are you saying feeding someone a potion is a free action?

Do you by any chance have a doc of your houserules because unlike Abraham, my real-life memory is pretty poor!


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Even the cure rolls are against us!


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Abraham stops at the middle of the sewer tunnel and looks back. He can hear the fight still raging but hopes these people can see when a fight is lost.

He reaches beneath his coat and sweeps up a light crossbow, rudimentary weapon but undeniably effective. He loads it and awaits any of the party retreating with him.

Also take a further five foot step back


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Oh forgot to add, the DC to beat that sleep spell is 18 by the way


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Well it looks like his last post on any alias was on 4th July and there doesn't appear to be any message on his other ganes that he is going on vacation etc. Personally I don't think it seems likely he is coming back.

If this fight carries on the way it has it might force your hand anyway lol. But seriously I think side-lining him for now is best and I don't know how long it will take to get out of these sewers but if he hasn't rejoined by then perhaps have the character reconsider a life of rebellion.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

How did I find myself in this ludicrous position? Damned pride, that was it. Pride that I could pick up Barnabous’ trail and see if Janiven’s group knew anything about this so-called Council. Well, we’ll be bloody lucky to get out of this alive!

We cannot defeat these blasted Hellknights, we have to flee!

Once again he raises his hand and scatters a pile of finely ground sand into the air, chanting his words of power and hoping that he can obfuscate the minds of the Hellknights enough to buy them precious moments to escape.

Free action to use Potent Magic standard to cast Sleep in the square immediately west of Chandra (I think that avoids the party but I can't load RollD20 in work for some reason) and move action to head thirty feet north along this tunnel. I still have dancing lights around me so thankfully can see where I am going

Status:

HP: 9/9
AC: 13 (12 T / 11 FF)
Fort: +2 // Ref: +2 // Will: +2 (+2 vs enchantment)
Arcane Reservoir [x][x][][]
Cantrips Prepared: Dancing Lights. Mage Hand. Prestidigitation. Spark.
Level 1 Prepared: Enlarge Person. Sleep.
Level 1 Spell Slots: [x][x][][]
Ongoing Effects: none


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

I think we are going to lose one, possibly two characters here, just so that people are aware. Chandra is unconscious and Viktyr is in a terrible position. Fair warning, Abraham is going to throw another sleep spell into the mix next round, hoping to get at least two of them but he won't be hanging around to see the results. It'll be standard action to cast and then move action to head 30ft north. As much as I, the player, hate to leave fellow party members in such peril, this is an unwinnable fight so we need to think about mitigating our losses.

Just my 2cp worth


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

The -4 just applies to attacking from prone, the damage wouldn't be affected but our rolls suck while these guys are on fire!


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Ok cool, so who's actual turn is it just to remind me?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Hey that's sometimes how it goes, particularly at low level. If this results in a TPK it wouldn't necessarily surprise me when a single blow can level a character. Out of interest, are you using some kind of exploding crit houserule that I missed? Just curious why the captain's longsword had two crit confirms and did 3x damage.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Please don't score a crit on that aoo :/


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Shall we move on? Daniel, you there?


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Ahhhh hadn't noticed Daniel was missing, sorry dude.


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Is it round 2 and on me? Sorry guys I didn't realise!

Abraham turns at the last moment as the Hellknight's blade snakes out but he cannot prevent it slicing deeply across his side. The pain is immediate and huge though his disciplined mind refuses to acknowledge it, only allowing himself to feel it enough to force him into action.

He takes a hasty step backward out of reach of the enemy and reaches into one of his pockets, pulling out a potion only recently bestowed upon him by Janiven.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Five foot step, draw potion and drink


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Ok not a great start, lol. We had noble intentions for not killing the Hellknights but I can see this quickly descending into a 'them or us' situation!


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Well that was annoying. Blast, just as an aside, Abraham is unarmed so cannot provide you with a flanking bonus


(RETIRED)
Stats:
AC 13, touch 12, flat-footed 11 (+4 armor, +3 Dex, +1 size) HP 9 (1d6+2+1) Fort +2, Ref +2, Will +2; +2 vs enchantment | Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 11 Base Atk +0; CMB 2; CMD 12
Skills:
Diplo +0, Kn (arc) +9, Kn (loc) +9, Kn (pl) +9, Ling +9, Perc +7, Prof (barrister) +4, SM +5, Spellcraft +9/+11, UMD +9

Abraham darts away from the sound of the voices, his movements oddly balletic in his gangling way as he steps deftly across pools of filth to stand facing his accusers.

I'm terribly sorry dear fellow but I don't intend to be laid to rest with anyone, especially rats. For the record, I do not consider myself a rebel. But you seem keen to test that at the point of your blade and since I am quite fond of keeping my innards exactly where they are we shall have to come up with another solution to our quandary.

He raises a slender hand and makes a series of complex gestures, his eyes glow a sudden, deep amber and a burst of dust erupts all around the Hellknights.

Somnus Potestatem! he says in a voice suddenly deep and rolling. Sleep, now. And deeply.

Using a free action to use my Potent Magic exploit and raise the DC by 2. Therefore, all the Hellknights need to make a DC 18 Will save or fall asleep for 1 minute

Status:

HP: 9/9
AC: 13 (12 T / 11 FF)
Fort: +2 // Ref: +2 // Will: +2 (+2 vs enchantment)
Arcane Reservoir [x][][][]
Cantrips Prepared: Dancing Lights. Mage Hand. Prestidigitation. Spark.
Level 1 Prepared: Enlarge Person. Sleep.
Level 1 Spell Slots: [x][][][]
Ongoing Effects: none

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