Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
Chella casts a spell and puts her hand on Rye's shoulder, giving him additional protection against evil creatures. "By Iomedae, repent and leave your fake god or you will perish!", she says loudly. Cast Protection from evil
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
ok... no worries :) Concentration for casting Touch of good defensively (DD 17): 1d20 + 5 ⇒ (1) + 5 = 6 Chella concentrates and put her hands on Tametomo's shoulder to give him a bit of inspiration but she is unable to maintain her concentration.
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
"If there are no more ennemies around, yes, let's search the offices and take all evidence we can find," the halfling says. She then casts stabilize on the still-alive opponents and detect magic on the items found on the bodies.
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
It's impossible to reason with these fanatical zealots. The cleric utters some magical words and points her finger at the man in front of Fahd. "Flee!" she says before reloading her crossbow. I cast Command (DC 14) on the purple acolyte.
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
Fist, Chella doesn't seem enthusiastic about going down the short tunnel but she finally changes her mind. She takes a shining silver wayfinder out of her bag and activates its magic (cast detect evil from the shining wayfinder to check the presence of any evil aura in the tunnel).
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
qwerty71 wrote: Although i was hoping to catch Chella in some infraction and have her fight someone else with saps. Glad that it didn't happen ;) Chella is pleased to get back her holy symbol and the rest of her gear. She frowns a bit at the idea of taking everyone out. "Listen," she says, "I am aware that you have been badly treated, like me, and you want to get revenge for this, but, perhaps some of these men are willing to abandon their evil ways and to repent. Let me talk to them and try to convince them before any attack is made. And if they are really irredeemable, then I will help you to get rid of them." I think I will be in a minority on this one...
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
Intelligence check: 1d20 + 2 ⇒ (10) + 2 = 12
Tired and bored, Chella finally goes to sleep after three extra hours work
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
If Fahd's cup has been poured out onto the floor (and if the priest is out of sight), Chella will cast Create Water to refill it. She verifies that there are no priests nearby and whispers, "hopefully, we will be able to infiltrate and search this fake temple when we wear the masks."
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
Before entering the tavern, Chella makes sure to hide her symbol of Iomedae under her tunic. She is not very comfortable at the idea of joining another religion even for a cover and she is also not very good at lying. For these reasons, she prefers to stay quiet and lets her teammates take the lead.
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
Chella wil go to the temple of Erastil and attends a religious service if there is one. She will also start a discussion with one of the priests and tries to know additional information on the cult of Razmir or, more generally, what are the clerics of Erastil thinking of all this. If needed, I take 10 on Diplomacy for 18
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
Chella suddenly feels weak, barely able to carry her belongings (strength = 3). "Kill this thing!" she yells before chanting some magic words. Cast moment of greatness Moment of greatness: Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making the roll. Once an affected creature uses this spell's effect, the spell is discharged for that subject.
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
"It doesn't sound like an easy journey," the cleric says to the captain. "But you can count on my help in case of problems. I am obviously not a fronline fighter but I can heal and provide support for my allies. May Iomedae bless us with safe travels." Chella will do nothing in particular onboard: prayers in the morning, helping on the ship, talkings, crossbow and longsword training, etc.
Female Halfling Cleric 3, hp 20/20, AC 18 (T 12, FF 17), Fort +5, Ref +4, Will +8, Perc. +5, Init. +1
"I didn't know that those men were after amulets, either", Chella answers Fahd. "When we explored the Crypt of the Everflame, we found the bodies of some sort of mercenaries, coming from Tamran and probably hired to find and enter the Crypt. They ended up getting turned to undead probably by the foul necromantic magic which took over the place. Fortunately, we managed to put an end to this by destroying the skeleton lord Asar, a former companion of Kassan. It seems that he was the cause of evil and strong undead's presence in the Crypt." The young halfling, clad in a brand new mithral chainshirt, unconsciously puts a hand on the Iomedae silver holy symbol hanging at her neck. "I will however gladly help tracking down these bandits. According to an employment handbill found on one of them, we know that they met at The Ranger’s Lament, a bar in Tamran. It's a starting point."
|
