Radi Hamdi

Barek Noson's page

255 posts. Alias of Nathan Hartshorn.


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Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Will do.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Indeed.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Might be lingering pain from the last fight.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

I just now noticed the insight bonus from Lloyd. Doesn't change anything, but it is nice to have.

Stab with magic, insight, and guidance!: 1d20 + 4 + 1 + 1 + 1 ⇒ (12) + 4 + 1 + 1 + 1 = 19 Until it does matter I guess.
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Barek stabs at Gibs once more, the bit of divine guidance from Carla twitching his blade ever so slightly to find a soft spot in the man's armor.

If he stands back up, I take it you'll be rolling AoOs GM?


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek grits his teeth as Balurk falls, red filling his vision as he stabs at Gibs.

Stab!: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

His anger is much misplaced, leading him to stab deep into the floor between Gibs' legs. He pulls his blade back with a grunt of effort and a jerk.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek thrusts with his rapier, looking for an opening. "We'll heal him after he's unconscious and bound, he's too experienced with that razer to not go for blood!"

Stab (with enhancement)!: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

With Balurk holding the man in place, Barek finds his angle, blade slipping past his armor and leaving a deep puncture behind.

Forgot to mention the enhancement lasts 1 minute. There should be 8 rounds of it left.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Such is life on the boards. We've all had it happen at one point or another, I'm sure.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek tries punching through the window once more.

Damage: 1d6 + 1 ⇒ (4) + 1 = 5

He cracks through a few more boards, but not enough to open the way fully. "Keep him steady Balurk, I'm trying to give us more angles to stop him!"


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek, seeing the predicament everyone is in, calls up his internal magics, enchanting his sword, then punches out with the hilt of his rapier, smashing the window next to him.

Smash!: 1d6 + 1 ⇒ (1) + 1 = 2

Based on the hit point and hardness table, I'm assuming the 2 damage is enough to smash through the glass.

He dives through to the other side before standing ready with his sword and shield out.

Swift - Use Arcane pool to make weapon magic, Standard - Break glass, Move - Climb through window


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek draws his blade and casts the spell lingering on his tongue, "!ترس"

Move action to draw Rapier, Standard to cast shield, duration 20 rounds


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek takes a step to the side of the door to wave Balurk forward. "While not strictly necessary as Jack has already unlocked it, you can throw it open with much greater force than I can." Barek then signals Jack to go to the other side and give the big orc some room.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

The change in voice surprises Barek, who brings a spell to mind. He looks askance at Lloyd, but nods at Jack to keep working on the door. "Who is yours? And who are you to claim ownership of a person?!"


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek leans in close to Jack, speaking just under his breath, "If he doesn't open soon, do you think you could rake that lock? Claim the door was slightly opened when I knocked? We'll keep him talking in the mean time."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Perceive!: 1d20 + 1 ⇒ (15) + 1 = 16

Barek pauses, considering where he has heard the voice before, before coming to a realization. "The out-of-towner that helped to stop your mob at the funeral several nights ago," he calls through the door. "I'd like to speak with you, try to understand why you called everyone to consider Professor Lorrimor a necromancer..." Not really a bluff, just not the original purpose of the investigation.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Yep, I'll keep up with that plan unless someone stops me.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek lets go of Briar Rose's hand to walk a quick circumference of the house. Seeing nothing suspicious, he says, "There's one way to find out." He moves to a door and gives three sharp raps on it with his knuckle.

Assuming there is one, I didn't see anything on Roll20, but the right half of the map appears to be a wall that I couldn't see through.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek gives Briar Rose a squeeze around the shoulders, briefly wondering if she can feel it through her armor. Seeing that the rest of the group has started following a trail, he takes her hand and brings her along, saying, "If we can find the person that did this, we may be able to bring his spirit to rest."

Catching the last of what Lloyd was saying, Barek nods along. "Do you think he was exsanguinated before death? His body should have been covered in blood and very strangely wasn't..."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

"My apologies Sheriff. Ancestors know, I don't want to get everyone riled up again. I think our schedule for investigating Harrowstone has been shortened considerably." Barek shudders, not really wanting to get back to the cursed place. "You were right to keep people away, it truly is haunted with malevolent spirits. Some of us have the wounds to prove it..." Making a decision, he decides to trust the Sheriff, who has shown them nothing but understanding, and explain some of the stranger things found at the old prison.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Oh Quincey...Ancestors watch your journey.

Barek remains silent and looks at the head and at the Monument itself, trying to discern what could have done this.

Perception, Monument: 1d20 + 1 ⇒ (18) + 1 = 19
Heal, Remains: 1d20 + 1 ⇒ (2) + 1 = 3

Unable to determine how exactly the head had been removed from the body, Barek focuses on the Monument itself.

Following his examination, he pulls an old travelling cloak from his pack and covers Quincey's body with it.

"Sheriff, do you know of the Splatterman? Letters written in blood, one at a time, fits his methods. Do you know of anyone whose name starts with 'VE?' That may give us a clue as to how long before whomever, or, whatever, did this will strike again..."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek shakes his head thinking, Very subtle Jack.

He then addresses Carla nodding while keeping his eyes on the crowd, "I agree. We can take shifts as we did a few nights ago, but it'll be better if we tell the sheriff of our intention beforehand. I'd hate to hear what the townsfolk think about us loitering around the monument at night."

He rocks back on his heels, tugging the cuffs of his sleeves up towards his hands in nervous habit as several of the townsfolk turn to look at Jack.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek takes the hug and reciprocates as best he can while holding his mug and chuckling. "But tato čačes!"

Varisian:
"Very warm indeed!"

Jack wrote:
"But you get the point"

Barek snorts, doing his best to keep his coffee down. "Jack, you've got a silver tongue, but if puns are the best you can come up with, I suspect it's starting to tarnish a little."

On the way

Barek looks at Jack and Briar Rose, "Didn't you mention the Monument was covered in blood a couple of days ago? The crowd over there looks restless. I'm betting something else happened to it last night..." Saying such, he begins walking toward the crowd, trying to get a glimpse of what is going on.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

We should be fine with just one unknown among the five, I say we head back to the prison, maybe explore a little more on the top level, then start the delve.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek looks at his hands, comparing the clean flesh of his right with the gnarled and scarred flesh of his left. His dreams return, and he imagines his right to be just as scarred and shivers. He slips his glove on, and makes sure his clothing and head scarf is in place before heading downstairs with his spellbook yet again.

"Good morning Kendra, Lady Applestar." He opens his book and pulls out his quill and inks, realizing that all of his studies on magic have helped him to complete his formula to infuse weapons with magic, and to amplify the natural static generated by the body into a lethal shock. He eagerly scribes his notes before studying and setting his spells for the day.

Looking up, he realizes something is different about Briar Rose. "Did something happen last night?" he asks. "Briar Rose, you have a glow about you that was not there before."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Half+1 it is.

Barek Noson AC16 (FF:13/Touch:13) CMD:14 HP17/17
Saves: FO:+4 RE:+3 WL:+4 Init: +3
2 Magus [Bladebound] m Human (Kellid)
Senses:Perception +1 Defenses:+2 vs fear, +4 Endurance


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Quick question since I'll have some free time today: How are we doing hp for the level up? Rolled, average, some esoteric way, etc?


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek looks up from his research, adding what he can to Carla's explanation. "The Whispering Way is trying to bring back the Whispering Tyrant. We suspect they already have what they came for, as we discovered freshly carved runes, marked with blood all along the perimeter of the prison.

We have some supplies, and are doing some research to figure out more about the worst inmates, a fairly infamous five prisoners. I've just discovered a bit about their leader, the Splatter Man. He was obsessed with names, and would torment his victims by spelling their names slowly over days. When it was fully spelled out, he would kill them with elaborate traps or events made to look like an accident."

Supplies:
12 Arrows that have silver arrowheads, which some creatures are vulnerable to. They are tied with a silver ribbon. (12 Silver Arrows)

12 Arrows that are enchanted so that they may injure creatures that take magic to do so. They are tied with a purple ribbon. (10 +1 Arrows)

6 Arrows tied with a black ribbon that are bane to any undead (2 Arrows of Undead Bane)

12 Arrows that have been created to be able to fly through the plane ethereal at the same time wrapped in a white ribbon. (5 Ghost touch Arrows)

A Belt you may find handy in fighting creatures of the night. (Masterwork belt that can hold 6 items Free action to pull the item)

8 vials of Holy Water, blessed by a priestess of Iomedae. (6 Vials of Holy Water)

A Bandolier with which you can keep some important item at the ready (Masterwork Bandolier with 8 slots. Free Action to pull item)

6 Rods of alchemy that can turn the night to day. (4 Sunrods)

6 healing draughts (5 Potions of Cure Light. 1d8+1)

3 Vials holding an alchemical restorative that can counter act effects of the undead (2 Potions of Lesser Restoration)

We have left 3 scroll tubes, each holding two scrolls. 2 to protect you from evils might, 2 to tell if there are undead present, and two that will increase your chance of not being found by undead. (1 scroll of Protection from evil, 1 Detect Undead Scroll, and 2 Hide from Undead scrolls)

Within our Darkwood case you will find a Spirit Board and a Lesser Planchette with which you may deign some guidance in your hunt.

Finally you will find 4 Spirit Siphons, that can help rid the area of spirits bound to a location. (4 Haunt Siphons- you may look it up)

"We could use another pair of eyes and courageous heart trying to figure out what the Whispering Way is up to. Would you like to join us?"


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Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Knowledge (History) Mosswater Marauder: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Knowledge (History) Splatterman: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25

Barek turns away from his studies and rises to offer his hand to Lloyd, "Welcome Lloyd. I hope the people in town did not give you too much trouble, we've been getting odd looks for a couple of days now." After saying his peace, he lets Kendra speak as hostess while he continues his research.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Hello, welcome to the hunt.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

I'm not sure they would be thrown so much as tossed in the air, then punched in the proper direction...

Briar Rose wrote:
"I don't think the townsfolk will bother us. What would farmers do against a bunch of warriors in a big defensible manor? They're superstitious, not stupid."

Barek shrugs, and tugs on his sleeve cuffs, ensuring they are in place, saying, "I've seen scared people do very stupid things. All I am saying is that there are no guarantees. You saw what was happening at the funeral, those farmers looked like they were up for a fight if we hadn't managed to talk them down."

Carla wrote:
"Also, we lose the chance to ease the pain of those poor souls."

"I'm more concerned for our souls at the moment. It would be great if we can move any guards on to the Boneyard, but I wouldn't be sad if those prisoners were stuck in torment for all eternity. A beteg dögök megérdemlik ezt és még többet is."

Hallit:
"Sick freaks deserve that and more."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Currently Barek has the arrows as he is one of the only ones trained with, and has access to, a bow. And I also feel the pain of not having any of those spells on my list...

Balurk wrote:
"First time punch didn’t hurt enemy. How can Balurk punch something that cannot be punched?"

"With some planning, we should be able to help with that. I just wish it were as simple as dipping your hands in holy water. Maybe holding vials of the stuff in your hands? No, wait, you're strong enough that you'd likely shatter them and cut open your palms...We'll figure something out Balurk."

Barek looks through all of the materials again, picking up and examining one of the Spirit Siphons. "These may be our best defense against things like that oven, we just need to determine who will carry them."

I figure that can be sorted in Discussion.

"Last thing to discuss is another watch tonight. The way the townsfolk were staring, I'm sure we'd all be more comfortable ensuring nothing untoward happens, it's just a matter of arrangements. Same partners as last time, or switch it up?"


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek smiles at Carla's idea. "That is a very good solution to the problem. This is Ustalav, rats aren't terribly uncommon, though care should be taken."

He looks meaningfully at the rat riding on Carla, "What do you think Lawrence, are you up for it?"


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

GM, when do you want us to level up?


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4
Jack wrote:
"Freaking psycho. I would've love to have ended that maniac myself. Sicko."

Barek nods in affirmation, though he declines to say anything.

Carla wrote:
"This man will likely try to cut heads still in death. We should try to wear extra protection around our necks, I reckon."

"It would make sense for the more heavily armored of our party to do so. I just hope this Lopper is not a spirit, I've heard tales from Pathfinders that their ghostly blades cut right through armor and shield to strike at your core..."

----------------------------------------------------------------
That afternoon

Barek stares out the window, sipping his spiced cider, appreciating the warmth it brings back to his body. The locals are spooked... He turns to the rest of the group and puts out, "I'm worried the locals are starting to get suspicious of us. Strange things happening in town with non-local folk coming in...I'm worried they will either confront us like they did at the graveyard, or that they will attempt to do something to Miss Kendra, since she is providing for us during our stay."

He tugs a bit on the cuffs of his sleeves out of nervous habit and continues, "If this town were a bit bigger, I would suggest going out to hear what people are saying. But if they catch someone skulking that will likely garner further stains on our reputation in the community. What does everyone think?"


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

"Alright," says Barek. "Let's head back the way we came. We'll keep researching and come back with fresh eyes. Maybe more holy water...lots more holy water."

He then makes sure his sunrod is secure and starts pacing back toward the entrance, ensuring to take the same path walked in lest more spirits be disturbed.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4
Carla wrote:

"What in the hells was that?"[/quote

"Very scary," says Barek warily. He quietly stows the vial of water he pulled, and tugs the sleeves of his robes back fully over his wrists, covering the scar tissue that peeks through.

"I agree, Carla, I'm starting to think we may be better served with some more planning..."

It looks like Quincey is the only one with the right knowledge we're looking for.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

We basically have to throw positive energy at it before its turn comes up. We have the haunt siphons and holy water to throw. Unfortunately, I think Barek and Jack won't be able to do much before the haunt goes off (and probably fills the room with fire).


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

More suddenly appearing fire startles Barek and slow his reactions. Seeing how handily Briar Rose takes care of the man on fire, he reaches for a vial of holy water, hoping it will work on the demonic stove.

All this fire is really bad for Barek's mental health. Move, then standard to pull out a flask of holy water.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek gives a slight shiver, thinking only, This place is getting worse by the minute.

"It might be a harder sell than you think if there are nosy neighbors," says Barek, nodding towards the lake. "Not to mention the mold from being exposed to so much water, I've yet to find a spell that truly gets rid of it all..." he finishes with a weak chuckle.

He follows Carla and Briar Rose to the door situated in the western side of the room. "Jack, you think this door looks good to open?"


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

After Briar Rose opens the next door, Barek looks, then steps through. "This room is completely blown out. Looks like we can head completely around the prison because so many walls are down." He keeps his weapon out, expecting more nastiness to jump out at them...


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

I didn't even consider going into the water as an option...but we'll save that as a last resort.

Barek pulls back and looks over the rest of the room. "Well, there's always hoping. I say we keep exploring this upper level before we delve too deep. We might find some more clues as to whether or not the Way has been here..."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek exhales slowly and lets the tip of his blade drop. He goes over to the hole and looks down into the depths. "What are the chances a stairwell somewhere survived the fire and we won't have to drop into this hole on a rope?"

We've barely scratched the surface of the delve, I'm fine for moving forward.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek moves around to keep a skull between himself and Balurk, then thrusts his blade toward it.

Stab+Bless+Flank!: 1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17
Damage: 1d6 ⇒ 1

The skull slips back toward Balurk at the right moment and only gets a small chunk taken out of it by Barek's blade.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

What Barek does largely depends on if the skulls come to him or not. Either way, there will be an attack, but if the skulls move to him it will be followed by a 5 ft step out, otherwise he'll move up to it.

Barek lunges out at the skull ahead of him.

Stab!: 1d20 + 3 ⇒ (19) + 3 = 22
Critical Confirmation: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 ⇒ 4

Barek hits the skull with a hollow THUNK, then pulls his blade back, not wanting it to get stuck in the undead.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Before Barek has much chance to do anything, the skulls rise from the pit and burst into flame. Well, at least they're on fire, not me. Nonetheless, he extends his sword arm out a bit more, intending to keep them the full distance away from him through his blade.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4
Briar Rose wrote:
Briar Rose gives Barek a biiiiiiiiig hug to warm him up. "Sarenrae offers her warmth!"

Barek is a bit stiff, not expecting the hug, then tries to return it as best he can with his hands full. "Thank you, Briar Rose, that is much appreciated. I hope Sarenrae is watching over us as we continue through this cursed place."

Carla wrote:
"Say, if we were to carry a torch, how would that affect the spirits of this place. They are clearly trying to escape the fire and, until we figure out how to free these spirits, do you think they'd react in a particular way if they see fire? I mean, do you think they'd run away from it? Or charge it with all their, uhmmm... might?"

Turning to look back their way, Barek posits, "It will probably depend on the individual spirit, though I expect the ones that are still about are the more hate-filled and vengeful minded. They'll likely charge and still be," he swallows around his suddenly dry mouth, "on fire."

Jack wrote:
Jack will test the door directly across from Barek.

As Jack opens the door, Barek steps forward again, poking his sunrod through the opening. He steps cautiously inside looking around and stopping a few feet from the entrance. "It looks like the fire ravaged this part of the building well, there are scorch marks all over the floor."

Perception: 1d20 + 1 ⇒ (10) + 1 = 11


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek quickly steps out of the circle, teeth chattering, and hands shaking. He stows his sword and rod, missing the sheathe once, then claps his hands together to get some feeling back. "W-w-well, I'm s-s-s-s-surprised to s-s-see that magic is s-still working." He shakes himself off and keeps rubbing circulation back into his limbs until he can feel everything again.

He clears his throat, and looks warily around. "It doesn't look like there is anything else in here, I say let's move onwards."


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

I guess I got lucky then, both times I accessed, I didn't seem to have issues.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek takes out one of his own sunrods and cracks it against the ground, before holding it high and taking a good look around the room and at the seats, holding his rapier in his dominant hand.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

I guess its not a 'good' look at all...


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek stops and thinks for a moment, then postulates, "While it is possible the key is in the Warden's house, I think it is more likely he had it on him when the fire consumed the building. It is a good idea," he offers up, "but this place is already oppressive enough, and I'm not sure it would take kindly to letting us leave and return."

He steps past Jack, walking through the door just opened and looking around. Unfortunately, his choice of spells did not include light sources this morning, so he cannot see to the end of the room he finds himself in.


Male Kellid Magus [bladebound]2 hp 17/17; Fort +4, Ref +3, Will +4; AC16 T 13 FF 13; Arcane Pool 3/4

Barek shakes himself, realizing he wasn't as over the images of flaming ghosts coming for him as he thought. "No, no, I'm good. Let's just try to stick together. I'm hoping the doors don't try that nasty trick with some of us on the other side..."

Saying such, he steps back and lets Jack open the door, ready to advance.

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