Halfling

Belliken Weaver's page

251 posts. Alias of Shadowsaint.


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Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

AS far as Belliken is concerned seems like he is out of moves. I think this is the same day as the fight with the thieves and Belliken is out of spells :(. These skeletons seem immune to piercing from his crossbow as well.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Don't heal the guy!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Sorry for being out of the loop, I was traveling for the weekend

Well confound it i'm about all out of spells here. Looks like its time for some bolts again.

Belliken takes out his crossbow and fires at the creep on the balcony.

Crossbow: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d6 ⇒ 3


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Well I was more hopin' that they would take this as a sign of curtesy and let us be on our merry way, but seein' as this looks a bit more like a recruitment, I say we scram!

Belliken stands up and shuffles behind Karthurg.

Up and at 'em buddy! They want more than just the tip o' the hat here.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

He wants us to bend the knee and swear fealty to the King AKhutan. I'm gonna do what he says. Belliken whispers and takes a slight step forward.

I have no Quarrel with this King Akhutan. Belliken says and kneels. He is acutely aware of the weight of the crossbow on his back, and takes mental not of where all the straps are to remove it if he should need it.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Well I can at least get a one way road goin' on this conversation. I can't speak it but I can understand him here, hold on.

Belliken channels his arcane power as a blue energy swirls about his head.

Understand Languages has been cast!

Alright please repeat that one for us buddy? Belliken says shakily, making a swirl with his hand, and pointing it to his ear.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Well looks like we best be gettin' another one of those in town when we can. We wouldn't make farther than I can spit if we ain't gettin' healed up!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

One of these days Ill put somtin' to sleep!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Yes that hallway looks quite crowded!

Not much'n I can do from back here Cammy, but I can try putting the godforsaken thing to sleep I reckon. Watch my back while I cast alright big buddy?

Belliken casts sleep on the Ghoul.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Oh great another resident of these here sewers up in arms at our presence. Seems we aren't welcome here at all fellows.

Belliken positions himself safely in the back and takes a shot with his crossbow at the one Hank tried to Heal.

Crossbow: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 ⇒ 1


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

We should be chargin' more for what we do, slopin' around in the sewers get all nasty like. Yikes what beastly thing that was!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken backs up and takes a shot that the thing with his crossbow, remembering the wounds he took in the last large battle.

Crossbow: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 ⇒ 1


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken outstretches his hands towards the creature and lets out a blast of fire.

Damage: 2d4 ⇒ (2, 3) = 5
Burning hands, DC 15 reflex for half


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken cleans himself off immediately and offers to do the same to Hank, but then sees that Phedran has taken an interest in the sewage pond.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Acrobatics: 1d20 - 1 ⇒ (1) - 1 = 0

Belliken lands face first in the muck and begins to vomit as he pulls himself up to the other side. He quickly starts casting prestidigitation to wipe all the grime off of himself.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Perception: 1d20 + 3 ⇒ (9) + 3 = 12

Belliken peers into the muck and takes a careful look at the bridge to judge if it will really hold him up. His cloak is held up over his nose and he is ready to get our of these sewers as quickly as possible. His speech is muffled.

Didn't think after almost right headin' off into the beyond I would be slogging through the sewers. Lets make this is a quick. If we get into a fight down here I might just pass out from nausea.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken assumes this rat person is untrustworthy to begin with, but is happy to get going anywhere that is not here.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

KnwLocal: 1d20 + 3 ⇒ (19) + 3 = 22


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken removes a mask from his pack which he took off of one of the dead cultists and holds it up. Aye we are with the masked ones, but this thing gets itchy you know and down here they can be hard to see in. We are looking for our friends, did they come through here recently?

Belliken throws 3 silver pieces on the ground before the rat creature.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken curses under his breath when he hears the voice from down the tunnel. He takes some silver pieces out of his pocket and casts prestidigitation on them to make them sure shiny.

Of course this is your lair, we didn't come down here to disturb it or nothin'. We come offerin' tribute to the great and powerful lord of this Lair. We come and beseech the powerful sovereign of this land for safe passage

Belliken moves up to the front of the group and lets the light catch the silver pieces as he jingles them slightly.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

sorry for the delay, I have been traveling and paizo was down for a while

" Looks like this box has got some sort of magical lock on it, won't open for nobody unless they got a knock or dispel magic spell on em. Anyone got that trick up their sleeve?

Belliken looks down the sewer ladder and almost retches. After gaining his composure he starts to climb down.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Oi I can give 'em a looksee now that we got a chance to rest. I'd like to sit down and rest a bit anyway. Hand 'em over.

Belliken sits the lock box on the ground and sits beside it. He closes his eyes and concentrates on the two magical items before him.

Spellcraft, Identify Lockbox: 1d20 + 6 ⇒ (20) + 6 = 26
Spellcraft, Identify Gem: 1d20 + 6 ⇒ (4) + 6 = 10


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken takes the mask, was there anything else on him of note?


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Excuse me sir, seems like there has been a bit of a misunderstandin'. We came to collect somethin' that belongs to us, and it was very rude of you put up such fuss about it. Would you be so kind as to enlighten us to the location of the small snake statue that was stolen from the museum?
Belliken rubs his shoulder where his recent wounds have been freshly healed.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken sighs a huge sigh of relief as the creature goes down and keeps far from its corpse as he heals up.

Many thanks my like stature friend. I had one foot in the door there so to speak. Here's to hopin' I don't never get that close to throwin' in the old towel again.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

That puts Belliken at 1 health. I am going to delay until the others act.

Belliken grabs at his wounds and waits for his allies to act before deciding whether or not to flee.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Well spike your friends stole something that belongs to us. Belliken says limping back five feet and clutching his side. Perhaps I ought to beef up a bit, throw some extra fat on me bones for beasts to rip off .

Belliken loads his crossbow and readies to shoot it if Spike attacks.

attack: 1d20 + 1 ⇒ (7) + 1 = 8
damage: 1d6 ⇒ 5]


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

This thing is right nasty, my spells ain't havin' no effect. Back to sharp pointy things as has always served us well.

Belliken pulls his crossbow off his back and lets a bolt loose at the beast.

Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 ⇒ 3


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken casts sleep and hopes that this thing takes a snooze.

DC 15, works on up to 4HD. Also is there any knowledges I can roll to learn something about this big boy?


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Why'd you have to go and do that, we asked nicely to return what ya stole after all! Belliken moves away from his attacker, next to Karthaug and sprays more fire from his hands at the other combatant.

Damage: 2d4 ⇒ (2, 1) = 3

5 ft step southwest and burning hands, DC 15 reflex for half, at the south most enemy. I should be able to shoot past Karthuag according to the space and reach 15ft cone rules.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

I can shout gibberish too, in fact most of what comes out of my mouth don't make no sense to me either! Belliken shouts, working up the courage to push past Phedran to the landing and aim a blast of fire at the nearest enemy.

Damage: 2d4 ⇒ (2, 3) = 5

Burning hands, DC 15 Reflex for half


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken nods as hank points out the statue could be hidden in this room. He takes a moment to detect magic in the room before heading back up the stairs.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

I would expect these thieves know how to keep their stuff hidden. Belliken takes a quick look around the room. Perception : 1d20 ⇒ 18


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Well whatever they're planning they ain't no match for us!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

You look a little greener than usual there fella, are you feelin' okay? Perhaps you should shake this off before we head up the stairs? Or do ya think the trail will go cold in the meantime?


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken sighs as the situation devolves to violence. Well this'll teach 'em to steal a precious artefact.

Belliken casts sleep on the thug standing in the way.
DC 15


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Well Karthurg I believe that is your cue big buddy. Knock on down that door and any skulls standin' in our way. Lets teach these jerks some manners.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Hello in there. We are with the city lost and found. One of our friends has lost somethin' of great value to him, lost it while he was asleep I'm afraid, silly fella. A statue, a serpent made o' Amber. We believe it made its way into your carin' custody, and we thank you for lookin' after it so well. If you could hand it over we will be on our way and won't trouble you no longer.

Belliken readies for the response, preparing to cast a sleep on the guard if things go south.
DC 15


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

well hopefully they have what we came for, but I don't hthink any amount of askin' nice will get us our prize


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken sighs and clips his crossbow onto his backpack. Lets get it over with. Didn't think we would be fightin' gangs of theives when we got on that ferry.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

It's one thing if we come bargin' in to their tribe's hideout asking for a relic, I can understand the aggression there. But lookin' to make some coin off another man's head? Makes me sick. Belliken puts his crossbow back and gulps slightly. He is clearly still uneasy about taking a defenseless man's life, but is doing his best to look calm.

They would have taken my life without a second thought. Showin' 'em mercy just puts someone else at risk. It's a shame it comes down to me or them. I'll keep makin' it me as long as I can


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Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

You're in the business of tradin' lives for money huh? Belliken loads his crossbow and shoots the thug he put to sleep. How much do you reckon you're worth then? He begins to slowly reload his crossbow.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken takes a five foot step away from the thugs and attempts to put one to sleep.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken meanders his way to the bar, taking in the other patrons and how rough they look around the edges. He orders something strong and begins to mingle with the locals, inquiring about the break in.

Preception: 1d20 + 3 ⇒ (15) + 3 = 18
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

One tankard at a time!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken sees that Karthurg looks nerverous and walks over beside him.

Don't you be frettin'now big fella, we won't let nobody look at you crossways. If they got a problem with you they got a problem with all of us. We're a bit famous hereabouts anyways after saving Sandpoint from a dragon and all


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken pats Hank on the back.

That sums it right up pal, good job. So is there anybody else who knows that special pattern other than you?

Belliken also investigates the magical wards to see if there are any holes, or if there is any trace of the culprit.

Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Do we really need to spend our time pokin' about a bunch of dusty junk? The world's in danger, don't think there's much time to be waztin' Belliken grumbles trailing behind the other more excited party members. I spent my childhood pouring over books, I came to Sandpoint to see the world


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

I am all set!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Are we going with 407? That sounds good to me.