Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane not caring to disturb the dead will stand by the entrance to the mausoleum where he can help Arathorn keep watch but can also help if things go south inside. "from the sounds of it it seems that tapestry is the only thing that is in here beside some old bones. just grab it hallimir and let us depart this place."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
"well if that is the case maybe we could drag it out of the shadow i do have a rope and if the woman's horse cant drag it then i could go get my pony and maybe between the two of them they could move it out of the shadow?"
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane will move 20ft up and cast CLW on himself.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 that will fully heal me and leave me one casting of it left
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
so i have to ask wouldn't blane technically get the spell on a surprise round since she wouldn't know it coming till after he cast the spell. if not i would just like to know the reason that he wouldn't that is all.
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane not trusting anything that come out if her mouth as she speaks. he looks back at Hallimir and he leans in and whispers "get ready to fight if this goes bad." looking back at the woman on horse back he pulls his hood back and looks into her eyes as he speaks a word of power. GM i will need a will save dc 16 for charm person
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane coming out of his trance from studying the rune "so that rune on the tomb it a self recharging sound burst ruin. it seems if anyone tries to tamper with the lock or tries to break the door it will go off. but i do not know how fast it recharges."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane looking rather annoyed at the fact that he just got poked in the eye. "well it was going rather swell until that. this is a rather fine city here and might i suggest that you look where your pointing that thing next time that was rather unpleasent." blane blinking and rubbing his eye till he gets it to stop watering looks back at the guard. "sadly as my friend here pointed out we were looking to see some of the mausoleums that we heard some of the townsfolk talking about. by chance good sir maybe you would like to show them to us?"
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
the next morning Blane leaves the inn and heads out to explore the town looking around to kinda familiarize himself with the town a little bit. after the sun has made its way to the high center of the sky he makes his way around to find the cemetery. seeing the guard blane walks up to him
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
"we should take tomorrow and look around and maybe talk to some people to see if we can get some much lacking info on this Tullivor family. if what Hallimir says is true about a magic trap we might have to see what it is before we go blindly walking in to our deaths."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
keeping his voice low so as only tjhe people around him can hear. "so are you getting that we have to find something that is buried with them. i know from books that somethings are buried with the dead but not all is. what if what we are looking for is still with there respective houses? i dont think that we could pull off another break in let alone two of them if what we are looking for is not in there tombs"
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane will get a room and got and get him a bath not a fancy one but just a regular bath afterwards he will take his little pony off to a stable and board him there then he will return to the inn and find his companion.
as the waiter comes over he will order one of the Villain's Dinner and sit back and and relax and wait for the others to arrive.
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane will swing by the inn. As he walks through the doors to the inn he will head up to the bar. "excuse me how much is a room for the night or maybe even for a couple of nights?"
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
looking at the guard "well there gent i am blane. as far as my business here i am here to rest and see the sites around here. i, i mean we are just traveling explorers and we happen to run into your city on our journeys." hoping that the appearance of a ratkin dont throw this whole mess askew. blane reaches out to shake the fine gents hand. "do u know where the closest inn is as we are tired from our journey and would like a good place to get a bite to eat and rest."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane seeing the last of the foes hit the ground, he moves over to zaratina and casts CLW. CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
blane will look over the vials concentraiting on using his detect magic after the required amount of time he will use his spellcraft skill on all three of them. spellcraft vial 1: 1d20 + 9 ⇒ (6) + 9 = 15
"well guys this potion is of CLW." blanes holds up the third vial and excaimes to the group "but as these other two i am not certain as to the nature of them."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane will delay till he can see the barbarians.
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane not sure whats going on see's his friends moving back tp the top of the hill leads. His pony back to the top where he just stands there looking confused. i dont know when eceryone came back up here and there lips are moving but cant hear what there saying why is that......oh ya this weird metal thing. Blane will take off the metal piece and put it his saddle bag on the super awesome sparkle cake. Speaking up"whats going on guys when did everyone come back up here?"
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
"hey guys can anyone else see this and you gonna have to kinda speak up i seem to cant hear you all that well" i dont know if i can spellcraft this or not but im gonna try since it seem to have some sort of magical properties spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane kinda glances over at the strange metallic thing. "i have no clue what that is or where it could have come from."
As hallimir picks up the metal discs and look at them.
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Vlane from the back of his pony will scan the area looking for the wreckage. "maybe we just missed it guys" perception: 1d20 + 3 ⇒ (3) + 3 = 6 love the pony that is just halarious. I did mive blane next to his pony though he is still mounded on it
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
that 300 was what the mayor handed over so its community gold. Its not my personal gold. And the saddle bags can only hold 40lbs 20 on each side so were almost at our limit there. "yes it would be a food isea to get on our way the more haste we can make the better chances of our wreck still being there."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
so blane is getting the pony 30gp, a riding saddle cause cause you camnot ride in a pack saddle 10gp, a set of saddle bags 4gp, bit and bridal 2gp, thats a total of 46 gold leaving 254gp of the 300 that was given to blane in the sack. The 30 trail rarions at 5sp equals 15gp leaving 239gp. And then the quiver of arrows for 1gp leaving us with a total of 238gp. Did i miss anything?anyone wanna add anything else?
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
" hey i can walk but a pack mule might be helpful as we are gainimg more items than i can carry by myself. But if i is slowing you down that much i would ride to make travel faster." knowledge history: 1d20 + 9 ⇒ (11) + 9 = 20 " the place we are going it would not be a good idea to ask about the crash site and leave that info to ourselves. As the people do not like them and destroy them as they find them. Lets hope that our site is still in one piece." blane will restock what he can for rations and will get a rideing horse (or pony due to size) so the group can move faster and will get what he needs for it for the jouney.
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
"your leader was a froad. He was useing some sort of magic to control you and steal your riches. We have found him and your goods which we shall return to all of you. in guessing that we were able to bring the cart back to the town square with us .
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane seeming to snap out of a haze walks over and picks up the sceptor. dead or not i think this is still what we need. someone wanna carry it as the townsfolk might not like to see us walking off with it. blane well also rummage through the unconscious guys pockets. sorry guys im back works been terrible.
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane lays down in a corner and thinks of a way that he can make himself look like a rabid ware-rat. "well this is bad. anyone got any ideas where you can make me look like a rabid ware-rat it might help come tomorrow."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane moves over to his pet and picks it up giving it a clw. "I give im just saving my cute little squishy cant let him go anywhere. By the way do u know where the mayor keeps his scepter? We were hoping it would cure my condition thats why were here." Blane pulls down his hood to reveal gis little ratkin face. clw: 1d8 + 1 ⇒ (7) + 1 = 8
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
blane will cast a clw on his scorpion to go and give to Zaratina. then continues to cackle. blanes scorpion will move over to Zaratina and deliver the clw
scorpion will provoke ac19 hp4/4
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane will hit the dog with another evil eye and will continue to cackle (not caring about being stealthy at this point) evil eye dc15 -2 saves. Then cackle. " bad dog thing i will turn your mind to goo."
Ratfolk TN Witch 2/ HP= 13:13/ AC= 14 touch=14 FF=11/ F=+2 R=+3 W=+3/ per=+3/ init= +9/ knowledge his,nat,planes=+9/ spell+9
Blane will evil eye the dog statue thing then cackle.
evil eye -2 atk Dc 15 fail 8 rounds success 1 round. Cackle extends evil eye by 1 round
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