Dwarf Wizard

Amber the Righthanded's page

79 posts. Alias of OberonViking.


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AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Are we done here? I feel obligated to get this prisoner to the proper authorities."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Again!

Spell Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Fire Damage: 1d10 ⇒ 9

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

:(


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber evokes another Firebolt, concentrating a little more on his aim this time. Perhaps not enough though...

Spell Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Fire Damage: 1d10 ⇒ 5

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber conjures a Firebolt to finish off Sahil's victim.

Spell Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Fire Damage: 1d10 ⇒ 10

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

I can only hope the ruffian found that a little bit scary.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Potions all round then: 2d4 + 2 ⇒ (1, 1) + 2 = 4


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber will aid Drakr with the Cha check.
Cha (intimidation) check: 1d20 - 1 ⇒ (2) - 1 = 1
I guess I'm not that helpful.

"I'd like to see you thrown off the ledge nearby. There's some cruel justice in having you starve to death with some broken bones at the bottom of a ravine. But, luckily for you, dwarves have more honour than that."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber tries again with the cantrip

Shocking Grasp:

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 ⇒ 2


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

EDIT: Whoops, I read Anders as Amber.

Amber attempts another

Shocking Grasp:
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Adv if they are wearing metal armour: 1d20 + 4 ⇒ (10) + 4 = 14
Lightning Damage: 1d8 ⇒ 8


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Ungh! You debased dog. Take that!" Amber cries out as he strike at the bugbear with his glowing blue hand.

Shocking Grasp:

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made of metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Adv if they are wearing metal armour: 1d20 + 4 ⇒ (19) + 4 = 23
Lightning Damage: 1d8 ⇒ 8


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber steps into a position where he hopes his comrades will not be burned as he casts

B u r n i n g H a n d s:

1st-level evocation
Casting Time: 1 action
Range: Sel f (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objects in the area that
aren’t being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Spell Attack vs Dex: 1d20 + 4 ⇒ (9) + 4 = 13
Fire Damage: 3d6 ⇒ (1, 2, 2) = 5


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Same as Drakr here. I didn't see the need to be sneaking.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Yes, let's be sure we have them all."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber asks Jelly what is through the door ahead.

"Ah, we can double back. Come Drakr, I'm sure you can pursuade our good friend here to point the way should our dwarven minds forget our way through this underground area. Ha!"


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Strength Save: 1d20 + 2 ⇒ (20) + 2 = 22
"Whoa there comrade!"


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Acrobatics: 1d20 ⇒ 20
Amber avoids the pit fairly well.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber keeps a steady eye on the prisoner.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber quickly casts Fire Bolt to add to Drakr's flames.

Spell Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Fire Damage: 1d10 ⇒ 10

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

Crit Damage?: 1d10 ⇒ 8


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Hmmm? Valuables that haven't already been looted?! Well done! I'll have a better look around the room then."

Perception: 1d20 ⇒ 14


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber reacts quickly with a spell that sends three missiles at the skeleton attacking Anders.

M a g i c M i s s i l e:

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see
within range. A dart deals 1d4 + 1 force damage to its
target. The darts all strike simultaneously, and you can
direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.

Damage: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Ah this brings back good memories."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

I'm sorry, but I am now lost. Which room number are we talking about? I thought we were in 12.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Agreed.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

I believe the scrolls and staff are all arcane...? So, gimme, gimme, gimme!


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"It is probably worth the hassle to gag him as well."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber explores the Glass Staff and hopes to figure out how to unlock its powers.

Arcana: 1d20 + 4 ⇒ (2) + 4 = 6


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Make a dash for that staff!

M a g i cM i s s il e:

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see
within range. A dart deals 1d4 + 1 force damage to its
target. The darts all strike simultaneously, and you can
direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.

Amber casts a spell, directing all three darts to hit the wizard.

damage: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

I'm happy with that marching order, but
"Are we going to descend the stairs before we have looked through this level thoroughly?
Never mind, looking more carefully at the map I see that it is basically all the same level, not that Amber knows that...


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber will take nothing of the nothic's possessions.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Perception: 1d20 + 0 ⇒ (13) + 0 = 13
Perception: 1d20 + 0 ⇒ (4) + 0 = 4


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Very bad business. If fortune favors us there will be no more of these intelligent creatures nearby and watching our actions."

Amber will climb down to construct a cairn of rocks over the nothic's body. He mumbles some words of respect, praying that his dwarven rituals do not insult the creature's spirit.

"I will take no part of his possessions. They are ill-fated, cursed, it would seem."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber stands frozen, his face red, as he watches the combat.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"There need not be blood shed between us."

Flustered and frustrated by this turn of events, Amber casts Sleep, hoping and praying that it effects both Jelly and the Nothic.

Sleep:

S l e e p
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points of creatures
this spell can affect. Creatures within 20 feet of
a point you choose within range are affected in
ascending order of their current hit points (ignoring
unconscious creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap the
sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature
to be affected.
Undead and creatures immune to being charmed
aren’t affected by this spell.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8 for
each slot level above 1st.

5d8 ⇒ (1, 2, 2, 7, 5) = 17


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

I'm not going to have Amber cause major disruption to the group here - "My honor is my life" is his bond, but if the group votes against it he will concede.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

@ Drakr, "I believe our best outcome was achieved by allying with the nothic; none of us are dead and the nothic helped to defeat our enemies. We live to fight another day, to bring justice and aid where we can, even to find more treasure for ourselves. Justice was dispatched to the Redbrands fairly and at the end of blade. What becomes of his body fits with how he lived - he preyed upon others and now our nothic friend preys upon his body."

@ everyone, "I made an honorable deal, and my honor is my life. You all seemed to agree, especially when the nothic was aiding us in battle. And the nothic has also acted perfectly honorably in the deal. It could have attacked us without warning, perhaps without us even realising what was going on with its strange powers. Let us not forget that."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

@ Nothic: "Is there anything you would trade? I guess you have had a good look over these items, and perhaps you need different magic items to continue your research."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Good idea Jelly."

Amber gives a look of 'Pleeeeease' to Sahil, "It's for the greater good. We still live."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber pleads the case for the nothic,
"Jelly, please put it back. We have an honorable agreement with this nothic. The agreement extends to its possessions. We would ask for the same."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Is the Nothic 'talking' to each of us, or just Jelly?


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber nods approvingly at Drakr.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"I would speak with this one to know more. These are bad men and I want to be rid of all of them. He may tell me where there are more. There are two here for you, perhaps this third one will be food as well."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Is RB 1 still alive? Unconscious, but alive?


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber creates another Fire Bolt and directs it at RB 3.

Spell Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Fire Damage: 1d10 ⇒ 1

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

grumble, grumble, humph, Paizo dice roller, mumble, curse, grumble...


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Amber speaks to the Nothic, "Thank you. When we fight together we can achieve much. These are bad people."

The dwarf wizard sends out Fire Bolts to harass the Redbrands.

Round 1
Redbrand 1
Spell Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Fire Damage: 1d10 ⇒ 2

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

Round 2
Redbrand 1, assuming he is still on his feet.
Spell Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Fire Damage: 1d10 ⇒ 2


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

I was too busy negotiating to have war on only one front.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Everybody hold arms. I have made a promise to not kill this creature, and I will honour that with my life. He will not attack us in return. He speaks telepathically, it seems. Hold arms."

Arcana (? to know about Nothics): 1d20 + 4 ⇒ (11) + 4 = 15

"You seek a deal? A treaty?"


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

GM:
Amber says quietly, under his breath, "Ok, sounds fair, but who are you?"

"More wise words from a dwarf, I'll have it noted. I'll stand here to keep an eye on both bridges, lest anything try to cross as we look around." Just north of the northern bridge.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Deception: 1d20 - 1 ⇒ (5) - 1 = 4


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Towards the back please.


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Very good then. I am sure that with a little investigation you will find that this mercenary guild should be disbanded and more. If this guy values his freedom he will speak up. He can rest assured that we bring justice to his employer. We take your leave now to immediately rescue the innocents."


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"This ruffian here was one of a member of the Redbrands who have been causing the town a lot of grief. He admits that he has a couple of captives near the old crypts. We expect that you will hold him securely, awaiting trial, as we progress immediately to rescue the innocents."

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