Scepter

Ardain Castlyn's page

116 posts. Organized Play character for Waterhammer.


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Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Thanks for running it. It was fun.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Alarm: 1d20 + 7 ⇒ (17) + 7 = 24
Burning Hands: 1d20 + 7 ⇒ (12) + 7 = 19
Floating Disk: 1d20 + 7 ⇒ (19) + 7 = 26
Hydraulic Push: 1d20 + 7 ⇒ (15) + 7 = 22
Identify: 1d20 + 7 ⇒ (4) + 7 = 11
Sleep: 1d20 + 7 ⇒ (3) + 7 = 10

Spend 60 gp.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

I was waiting for a night's sleep so Ardain could memorize read magic. Then I forgot/the game wound up. I would definitely like to scribe those spells over.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

If I was doing it, I would make a physical copy, then scan it, to post it on gooooogl. That's the way I know how. Sort of...

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"We found more questions than answers, I'm afraid. The Verdant Spark's ultimate intentions are unclear. At least to me."

"Is the god Robori actually the Verdant Spark? The Verdant Spark may be the real power behind the myth of Robori."

"At any rate, the Verdant Spark is dangerous. It can cause disease, as Thornberry mentioned. Also, of greater concern is the power it seems to wield. It seems to have a child-like intellect, so the wrong stimulus could warp it into a force of great evil. It would be good if the Verdant Spark had a permanent team that could guide, study, and protect it. They would have to be able to resist the disease causing... Uh, radiance? Not really sure of the vector, but the effects are bad. Anyway, any team would need to be shielded from the effect."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Yeah, you can remove the PP. Thanks for running it.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

I'll spend a Prestige point to get the remove disease spell cast. Assuming my character doesn't die before he can find a healer...

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Fortitude: 1d20 ⇒ 4

Well, that sucks.

Edit: Thornberry's +4 boosts that to 8. Still not enough, I would imagine.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Like diamonds.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Fort save: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"What will it take to 'awaken' this 'Verdant Spark'?" Ardain asks Thornberry. "I'm not necessarily saying we should. Sometimes the largest forest fire is started by a small spark. Let us be sure that we do not let that spark fan into flames. If an inferno is what we are truly unleashing here."
Ardain shrugs, his face bland. "Most of this area is wasteland. A spreading area of plant growth may very well be beneficial to the locals."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Do we have the skill to move it without hurting it?" Ardain wonders.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Maybe it's Robori." Ardain speculates in response to Thornberry.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

I'll have to do a read up on cloakers once this is done. I was thinking about color spraying it, but assumed it had too high of HD.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain slings his sword at the creature, trying to bring it down.

HotA: 1d20 + 1 ⇒ (2) + 1 = 3
damage: 1d8 - 1 ⇒ (2) - 1 = 1

Miss%: 1d100 ⇒ 23 Low is bad like everyone else.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain hurls his longsword at the cloaker, guiding it with arcane power.

HotA: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d8 + 1 ⇒ (5) + 1 = 6 Probably a miss though.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain draws his sword. Then he conjures a minute ball of sizzling acid, that darts toward the talkative monster.

Acid orb: 1d20 + 2 ⇒ (5) + 2 = 7 Ranged touch. (Cloaker probably has soft cover)
damage: 1d3 ⇒ 2

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain will leave Gashi it the hopefully safe branches of the olive tree.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13 Which sucks. He would have made the roll with the familiar closer at hand.

Ardain looks around fascinated. This is why he joined the Society, really.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain ties his rope around the trunk of the olive tree. He tests the strength of the tree as well as his knot by looping the rope around hips and throwing his weight against it. Then he casts the coils of the rope down the hole, and begins his climb.

Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb 2: 1d20 + 1 ⇒ (18) + 1 = 19

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain looks around for something to tie his rope on to. Safety first.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6
Corwyn Silvermane wrote:
"Can normal weapons hurt something like this?

I'll take the answer to this question for Ardain's additional knowledge.

"I have no problem with you coming along Nira." Ardain eyes the scroll, it contains a spell he would love to have in his spellbook, but he knows it's too intricate of a casting for him without more practice.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21

"The shadows were illusions. Seems like that thing was trying to communicate with its illusions. Strange."

K, dungeoneering: 1d20 + 7 ⇒ (16) + 7 = 23

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Sense motive: 1d20 + 3 ⇒ (15) + 3 = 18

Scary. I'm not used to rolling so many good rolls in a row."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain shrugs and follows along. Being outside after dark had seemed necessary all along. Now, if they could get the Sheriff's blessing... And their weapons back; that would be better.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Is squash squashing a crime in this town?" Ardain quickly interposes himself between the Sheriff and unfortunate paladin. "I'm sure he will be happy to pay for any of the vegetables that were stomped."
The wizard can't help but smirk a little bit, but then the levity fades from his face.
"We don't leave well enough alone. Or, perhaps we do, once we know that well enough is indeed, well enough. On that vein, did you know that your sacred tree is dying of root rot? Some of my companions are very knowledgeable on such things. They assure me this is so."
Ardain pauses to see what the Sheriff has to say about that.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Our GM hates paladins, it's pretty clear.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Interesting name... Roboria." Ardain squints at the girl. "A magical effect perhaps?" The wizard casts detect magic, focuses on the girl-plant to see if she is surrounded by magic auras. He spends a moment on the salve jar too.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Found this character's description in my opening post. He's definitely wearing black and blue.

I didn't remember what his familiar looked like.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Hmm, what sort of troubles? Perhaps it's something myself, or one of my companions could help with."

Sense motive: 1d20 + 3 ⇒ (8) + 3 = 11 Alertness due to familiar being close.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain is actually a little surprised that someone answers.

"Ahem. Ah, my name is Ardain. I'm new in town, just got here last night. I'm looking for my friend Amenira. I'd like to talk to you about her. Can we come in?"

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Sheriff told us to put out the orange flag when we needed something."

Wisdom check: 1d20 + 1 ⇒ (11) + 1 = 12

Ardain steps up to the door and raps sharply on the wood with his knuckles.

"Hello? Anybody home?"

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Yeah, a cloaker." Ardain mutters absently. Apparently the townsfolk sewed their own clothes. "That's a good idea. The weaver. Let's see what the weaver has to say."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Was serious about looking for a tailor shop though. Is there one?

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

The Evil Chair put me in a quirky mood. Thus that post contains allusions to both an AC/DC song, and the Deadpool movie.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain notices people frowning at him. It's his old blue jeans, of course. He looks around for a tailor's shop. Today seems like a good day for brown pants.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

"Some would, more would not." Ardain answers Corwyn. "More likely they are hiding something. We best be careful how we approach this."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

My other wizard wears blue. Actually it's a fairly common color scheme in my characters.
My ranger and forestey types tend to wear greens and browns. My clerics wear the favored colors of their deity.

I like black, light grey, and dark grey in the clothing color scheme too.
Makes me wish I had made a description blurb for this character.

Ardain probably does have at least some blue clothing on. Black coat, pale grey shirt and dark blue trousers or something.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

I thought the sheriff said something of the kind, but I guess not. Don't know where I got that impression. :(

K, dungeoneering: 1d20 + 7 ⇒ (9) + 7 = 16

"Your description sounds more like a cloaker than a vampire." Ardain tells the priestess. He doesn't sound too sure about it though. Ardain has never encountered either creature himself.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"The Sheriff says there can be no religions other than Robori." Ardain tells the priestess. Then he asks: "Why might that be? Most villages have room for several gods in their temples."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"We haven't seen any evidence of vampires, best not to rely on the rumors of townsfolk."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain had moved close enough to the tree to smell the dried hay oder, but the tree looks ordinary to him.
The wizard remembers that the food had been treated with magic to freshen it. He wonders if it has something to do with the rot that Jack and Thornberry are speaking of.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Sorry, haven't really studied my horticulture." Ardain nods his head in agreement with Jack. "I think we should." visit Robori's shrine.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"We should tour the whole town. The cashew processing facility seems like a place to start."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

That's tough. Hope everybody gets it sorted out soon. Especially Thornyberry. :)

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

"Do the children not care that it stinks here? Or is the odor a residue left behind by the children?" The wizard is aware that one's nose can grow accustomed to a smell. "Perhaps they are just used to it..."

Ardain looks at the skin-rind, or whatever it is that Jack has. Nature, healing or some area of knowledge that he hasn't studied on too closely.
"Might as well take a look for auras." The wizard casts detect magic and looks around the area to see if there is any magic residue about.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"A doll, yes." Ardain tells Nira. "But not a toy. Not by any means." Then the wizard relates all he knows about soulbound dolls. Probably boring some of his companions in the process.
'You are unusual for a soulbound doll, Nira, you may have powers beyond what is normal for a creation of your type."

Ardain's expression grows very grave. "So now we are investigating a murder..."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Knowledge, Arcana: 1d20 + 7 ⇒ (17) + 7 = 24

Ardain's training in all things magical takes over; he quietly assesses the nature of the doll. He berates himself internally, as he does. The lack of the spell for reading magic is starting to be a problem.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"They must really hate the sky then..." Ardain finds the rules to be odd, at best, but he decides to take them seriously.

The wizard moves back a bit, then hunkers down on his heals so he can watch Jack's under bed activities.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

K, engineering: 1d20 + 3 ⇒ (2) + 3 = 5 Untrained.

Perception DC 15: 1d20 + 6 ⇒ (14) + 6 = 20

Ardain frowns at the journal. He still has his wet-work spell selection memorized. It will take some rest, and study before he can learn what mysteries the spellbook holds.
That's odd. Someone packed up their gear and left in a rush. Left the spellbook and journal behind though. If it was me, I'd have left neither. My spellbook goes wherever I go."

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"We do have that nice staff..."

Sheriff said we could keep any journey staves, so we should still have the masterwork quarter staff we found.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Upon hearing that the chair is evil, Ardain studies it with the aid of his detect magic spell. He studies it from a few feet away, rather than plopping down in it like the bird-man had done.

Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24

"Amenira's place?" He suggests in the morning.

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