Stronfeur Uherer

Drosk Ironhame's page

427 posts. Alias of Max Hellspont.


RSS

1 to 50 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Two:

Seeing his companions converge on the half-orc, Drosk draws his warhammer and moves in to join the melee.

Move action 20 ft. to square D,3; drawing warhammer as part of move action. Standard action to attack.

Warhammer Attack (with Iomedae's Boon, earth supremacy, hatred): 1d20 + 2 + 1 + 1 + 1 ⇒ (14) + 2 + 1 + 1 + 1 = 19
Warhammer Damage (earth supremacy): 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Round Three:

If the half-orc is still standing:
Drosk attacks the half-orc again with his warhammer.

Standard action to attack.

Warhammer Attack (with Iomedae's Boon, earth supremacy, hatred): 1d20 + 2 + 1 + 1 + 1 ⇒ (15) + 2 + 1 + 1 + 1 = 20
Warhammer Damage (earth supremacy): 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round One:

Drosk moves into the building and steps next to Greta. As the acid cloud enshrouding the drunken thug on the far side of the table dissipates, the wizard mutters a mystical word and points at the man. A small greenish-yellow orb of acid flies from the wizard's fingertip toward the man.

Move action 20 ft. to square E,7. Standard action to cast Acid Splash cantrip on Thug 2. Acid Splash is augmented by using acid flask as an alchemical power component focus item.

Acid Splash (ranged touch attack): 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 (includes Iomedae's boon)
Acid Splash Damage: 1d3 + 1 ⇒ (1) + 1 = 2 (acid flask focus item)


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Surprise Round:

Acid Cloud Damage to two affected humans: 1d6 + 1 ⇒ (6) + 1 = 7 - SWEET!

Acid Clouds used today: 3/6


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Drosk takes up a position a few steps from the door (square E,10) and withdraws a flask of acid from his spell component pouch. The wizard silently glances toward his companions to see where they take position.

Readying to cast Acid Splash (augmented by flask of acid as a focus item to add +1 to damage) on first visible enemy inside the tavern. Alternatively, if two or more enemies are adjacent to each other, Drosk will open with an Acid Cloud.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Drosk uses the wand to cast Invisibility on Kurag.

Invisibility wand charges used: 1/6.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"One of the wands Agrit gave me casts a spell to make ye invisible. Want me to use it on ye?" Drosk asks Kurag before the scout heads to the rear of the building.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Sounds like Sergeant Frum's drunk again an' about to have a run-in with some Twisted Nail orcs!" Drosk warns his companions who don't speak Orc.

The dwarf concentrates for a moment and murmurs the words of a spell. Stone seems to flow upward from the ground and encase the wizard in a suit of rocky armor that becomes transparent after a couple of seconds.
Drosk burns 1 hero point to recall his Mage Armor spell and casts it on himself: +4 armor bonus to AC for 2 hours.

Drosk quickly studies the structure and its retractable canvas roof. Knowledge (engineering) check: 1d20 + 7 ⇒ (6) + 7 = 13
DM RichD: Is there any way to easily bring down the canvas roof from the outside of the tavern?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Before we leave Agrit and Sara:

"Thank ye for the wands," Drosk says, accepting the wands from Agrit with a grateful nod. "We'll put them to use before the night is done, I'm sure. Now ye two get to safety."

At the well:

DC 20 Perception check: 1d20 + 3 ⇒ (9) + 3 = 12

I can't hear anythin', but I trust yer ears, Bormann an' Kurag," Drosk says, glancing around the area. "Let's check out the Killin' Grounds quickly an' then those houses, an' then get to that lookout to see what those drums are about."

Question for DM RichD: May I use a hero point to recall my Mage Armor spell?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Oops! Forgot Hatred dwarven racial trait. That's another +1 to hit on my attack for a total of 23 to hit.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Five:

Drosk's acid cloud dissipates. Still holding his breath, the dwarf wizard draws his warhammer and steps forward over the fallen orc to bash at the nearest foe.

Move action 15 ft. to square H,-1 drawing warhammer as part of move action. Standard action to attack Orc 2.

Warhammer Attack (with Iomedae's Boon, earth supremacy): 1d20 + 2 + 1 + 1 ⇒ (18) + 2 + 1 + 1 = 22
Warhammer Damage (earth supremacy): 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Breath Held: 4/22 rounds


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Four:

Drosk moves around the beam toward the orcs threatening Bormann. The wizard stomps his foot, causing a noxious cloud of yellowish-green vapor to erupt from the floor beneath two of the orcs and envelope them in acidic fumes.

Move action 20 ft. to square E,0. Standard action to use Acid Cloud supernatural ability to create a 5-foot-radius cloud of acid vapor in squares H,-2; H,-1; I,-2; and I,-1 (catching the orc wounded by Bormann and the one beside it, but not Bormann). The cloud lasts for 1 round.

Acid Cloud Damage: 1d6 + 1 ⇒ (6) + 1 = 7 (acid damage and sickened for 1 round. DC 14 Fortitude save for half damage and negates sickened condition.)

Acid Clouds used today: 2/6


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Three:

Still holding his breath, Drosk helps Sergei lift the beam from Sara.

Hold breath; full-round action to aid with Strength check to lift beam.
DC 10 Aid Another Strength check: 1d20 + 1 ⇒ (19) + 1 = 20

If Sergei is able to lift the beam by himself, Drosk will help Kurag pull Sara out from under the beam instead, using the above roll to Aid Another.

If neither Sergei nor Kurag need Drosk's help with lifting the beam or removing Sara, I would like to revise my action to try to help Bormann instead.

Breath Held: 2/24 rounds


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Two:

DC 15 Fortitude save: 1d20 + 1 ⇒ (16) + 1 = 17

Drosk feels the heavy smoke begin to affect his lungs. Struggling to hold back a coughing fit, the wizard follows Kurag's example and holds his breath while attempting to help his companions lift the beam trapping Sara.

Hold breath; full-round action to aid with Strength check to lift beam.

DC 10 Aid Another Strength check: 1d20 + 1 ⇒ (7) + 1 = 8 - fail to aid

Unfortunately, his attempt to avoid breathing the smoke hampers his ability to aid with lifting the beam.

Holding Breath:
From PRD on 'Drowning': Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

Breath Held: 1/25 rounds (taking full-round action reduces full possible duration from 26 rounds (i.e., twice 13 Con) to 25 rounds)

Question for DM RichD: Would saving vs. smoke inhalation count as saving vs. poison?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Fixed map link: Map

Drosk rushes into the room and quickly glances around to assess the integrity of the structure - trying to determine the best method to move the beam without endangering Sara or bringing the rest of the building down on everyone.
Knowledge (engineering) check: 1d20 + 7 ⇒ (12) + 7 = 19

"Greta! Hurry! Sara needs healing!" the dwarf wizard shouts as he moves to assist with lifting the beam.
DC 10 Aid Another Strength check: 1d20 + 1 ⇒ (14) + 1 = 15


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Knowledge (religion) check to recognize Abadaran priestly vestments and to know something about Abadaran faith: 1d20 + 7 ⇒ (9) + 7 = 16 - hope that's good enough

"Speakin' of workin' together, in case ye fools haven't noticed there's somethin' out there flingin' boulders an' smashin' yer guard towers! Priest of Abadar! Don't yer god teach ye to follow the laws, consider everythin' carefully, an' not act impulsively? It's a Trunauan's sworn duty to defend the town - that's the prime law here. Yer mule-headed, knee-jerk attempt to lynch Brinya is a bald-faced betrayal of yer god's teachin's an' a disservice to this community. Now all of ye act like a community an' do yer duty to help defend this town!"

DC 10 Diplomacy Aid Another: 1d20 + 0 ⇒ (10) + 0 = 10


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Apologies! Got totally tied up with holiday traveling, but back now. Will catch up and post later this evening.

Hope everyone had great holidays!


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Yeah, my worry is the 30-ft tall by 10-ft wide one on the South Tower - it's going to be hard to cover up that one without some help. And the one at the reservoir (the Hopespring} may be difficult to access as well.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

I believe we should notify Kurst (and any of the town council we readily encounter) about the large-white-sword graffiti and what we think it may mean for the town.

If we have the time, I'd especially like notify Agrit Staginsdar of these things and see if she might have anything that could help us cover or remove the graffiti.

Gnok Earthstone wrote:
This is spending more time town then I like. I prefer the woods and am starting to feel crowded. Jocosa and I will start making are way back to home. I believe you all have it under control. Give Chief Defender Halgra and Kurst my regards. It was nice meeting you Greta and Kurag.

"Aye, then. Safe journey to you an' Jocosa, Gnok. Let the elders back in Janderhoff know that we're workin' to help the people of Trunau so we can establish a good trade relationship," Drosk says in farewell to the druid.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"'Fraid I didn't prepare any cleanin' spells today. I figured we'd be fightin' more flood trolls an' maybe some undead, not removin' graffiti. Tomorrow mornin' I can prepare a cantrip that can help us clean these off. We'll just have to hope nothin' happens before then."

"Let's let Kurst know about these now, an' what we're thinkin' they might mean. Maybe he can get some of the guard to cover them up before the funeral this evenin'. I wonder if Agrit Staginsdar has any of this paint that's the same color as the stone that these swords are painted on? That'd be one way to cover them up."


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

DC 15 Craft (alchemy) check (untrained): 1d20 + 3 ⇒ (11) + 3 = 14

Bormann Grimm wrote:
Bormann confers with Drosk and Sergei while Greta and Kurag deal with the guard officer. "I don't like it, Drosk. It doesn't even chip. That's not normal paint; there must be some magic in it. Could these be used as some kind of weapon, or a beacon? I can't imagine orcs being this clever, but just suppose they knew that Trunau was accepting of half-orcs. Then suppose they send some in with some sob story that they're outcasts in order to get in. And then they undermine the town's defenses, murder a popular officer, and then mark important places to assault. Something is going wrong here."

"Aye, ye're right, Bormann. Let me check it out." Drosk intones the words to minor cantrip and studies the paint (cast Detect Magic). As soon as the spell is cast he shakes his head. "Not magical paint. Haven't seen anythin' like it before."

"These swords are on or near some pretty major landmarks, an' they can be seen from pretty far away. Add that to the chaos caused by Rodrik's death an' whatever Daktani an' the flood troll are plottin', an' it seems like a pretty good set-up for an invasion."


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}
DM RichD wrote:
Omast turns to Bormann quizzically, Why..uh..now that you mention it, they did start appearing then and I haven't seen anymore since they checked out of Cham's!

Drosk's brow furrows at Omast's words as the dwarf struggles to remember the various places around town that he's seen the strange white swords painted.

Knowledge (local) check: 1d20 + 7 ⇒ (17) + 7 = 24

DM RichD - where in town are we now?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}
Sergei von Janderhoff wrote:

Sergei watches Omast's outburst stoically, before quietly asking the others:

"Is this normal behaviour for him?"

"This is the first time we've met him, although we heard he had a bit of a problem with the drink... Drosk whispers in response to Sergei.

Kurag Urlot III wrote:
"Also I did not know that Katreza was missing."

At the mention of Katrezra, Drosk glances quickly toward Bormann and Greta but refrains from mentioning that the group previously met the blind seer for fear of further antagonizing the drunk guardsman.

DM RichD - Have we seen any sign of these white swords previously?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Ho there, Sergei! It's good to see ye!" Drosk greets the newcomer dwarf. "So far we've uncovered a conspiracy of some sort between some half-orcs an' at least one flood troll. The murdered militia captain, Rodrik Grath, had been investigatin' them as well. We slew the flood troll an' captured one of the half-orcs - the new militia captain, Kurst Grath, has tried to interrogate him but he's not talkin' except to say that he's goin' to be free soon."

"There's also a mysterious human skulkin' about," Drosk adds. "He checked out of the inn early the same mornin' that Rodrik was found murdered there. The human left behind a note at the inn sayin' that Rodrik had been snoopin' around but that he wouldn't be a threat for much longer. So far we haven't found any other sign of this mysterious human around town."


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Sounds like a plan.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Welcome aboard, Sergei!


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"We found a signet ring in Daktani's possession. This was the symbol on it," Drosk says, sketching out the symbol that was on the signet ring for Brinya to see. "Do ye happen to recognize this symbol?" he asks.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Sorry to see Gnok go!

As the others said we have the bases covered, but I'd like to have a fifth character along as well.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Or Sara Morninghawk's apprentice, Urnsul? Does the name 'Skreed' mean anything to ye?" Drosk adds to Bormann's questioning.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Did Rodrik ever give ye any hint of what he was investigatin' at the Plague House?" Drosk asks Brinya.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Rodrik was a good man an' a true defender of Trunau, Miss Brinya. We're very sorry for your loss," Drosk says to Brinya.

"We found this in the Plague House," Drosk adds, retrieving Rodrik's engraved hopeknife. "We thought you should have it," he says, handing it to the half-orc woman.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Thanks for the updates with Kurst and Cham Larringfass, DM RichD! I also vote that we go see Brinya next, and then talk to Omast Frum.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

DC 16 Spellcraft check: 1d20 + 8 ⇒ (2) + 8 = 10

"I can't figure out what this wand does. Maybe Agrit Staginsdar will identify it for us when we get back to town."

"Do we want to take this body back to town an' see if anyone recognizes him?" Drosk asks his companions. "Maybe this is one of the half-orcs that left the Ramblehouse so early yesterday mornin' - Mistress Larringfass might recognize him."


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Look here. This body has something magical on it," Drosk informs his companions as he moves to investigate the partially buried corpse. Maintaining concentration on Detect Magic to determine types and strengths of auras.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"No, these are new to us," Drosk replies to Kurag's question. "We ran into some live giant rats, but not dead ones that were still movin'. Wonder what's down here that would've caused them to rise like that?" the dwarf wizard muses.

As the companions begin to move about the chamber, Drosk casts a minor cantrip to reveal the presence of magical auras and scans the room. (cast Detect Magic)


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Three:

Confident in his companions' abilities to dispatch the undead rat, Drosk keeps watch in case more of the creatures attempt to ambush the group.

Perception check: 1d20 + 3 ⇒ (2) + 3 = 5


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round Two:

Drosk eyes the rats and stomps his foot, causing a noxious cloud of yellowish-green vapor to erupt from the stony floor and envelope the creatures in acidic fumes.

Standard action to use Acid Cloud supernatural ability to create a 5-foot-radius cloud of acid vapor in squares H7, H8, I7, and I8 (catching both rats). The cloud lasts for 1 round.

Acid Cloud Damage: 1d6 + 1 ⇒ (5) + 1 = 6 (acid damage and sickened for 1 round. DC 14 Fortitude save for half damage and negates sickened condition.)

Acid Clouds used today: 1/6


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Just to have it on the new page:

Round 1

Drosk Ironhame 22(16/16) - ACTED
Shadow Rat 1 22(14/14) - ACTED
Shadow Rat 2 20(14/14) - ACTED
Bormann Grimm 19(30/30) - ACTED
Gnok Earthstone 10(22/22) Jocosa (27/27)
Greta Bolkasdottir 10(17/17)
Kurag Urlot III 9(18/18)


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Round One:

Hearing the sounds of battle, Drosk quickly utters the words of a spell. Stone seems to flow upward through the floor and encase the wizard in a suit of rocky armor that becomes transparent after a couple of seconds. He then moves down the hallway toward Bormann and Kurag.

Standard action to cast Mage Armor on self; duration 2 hours. Move action 20 ft. down hallway toward the battle.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}
Kurag Urlot III wrote:
Looking at it after the fact it is possible to use Kurag's share to claim the MW chainshirt?

I have no problem with Kurag claiming the MW chainshirt.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Drosk follows behind Bormann.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

At the House of Wonders:

"Thank ye, Mistress Staginsdar," Drosk says, accepting the potion vials back from the dwarf woman and handing her money in exchange for the specified alchemical items (purchased 3 flasks of alchemist fire, 3 flasks of acid, and 3 flasks of alkali). "Now we need to go cleanin' out the Plague House. We hope to see ye at the funeral this evenin'."

At the Plague House:

"Don't go too near the ruined sanctuary, Kurag," Drosk warns the scout. "The memory of the fire that killed everyone is still fresh in that place," he explains.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Apologies for my absence! I was sick as a dog most of last week and this past weekend. Feeling better now.

@Kurag: Yes, I believe we are purchasing 3 of each thrown weapon: alchemist fire, acid, and alkali - for a total of 134 gp, 1 sp spent factoring in Agrit's discount. If no one minds, Drosk will hold onto one of each item - feel free to divide the rest among yourselves.

FINAL-Final Loot Break-down

CLAIMED ITEMS:
Bormann
- Potion: Cure Light Wounds
- Potion: Shield of Faith
Drosk
- Belt of Tumbling
- Scroll: Hold Portal
- Scroll: Knock
- Scroll: Knock
- Scroll: Summon Swarm
Gnok
- Scroll: Barkskin
Greta
- Scroll Case
- Scroll: Ghostbane Dirge
- Universal Solvent, 2 doses
Kurag
- Potion: Invisibility
- Potion: Oil of Magic Weapon

ITEMS KEPT AS PARTY GEAR:
- Smoke Pellets, 2
- Tangleburn Bag
- Sovereign Glue, 1 ounce
- Silk Rope, 50 feet
- Disguise Kit, 6 uses
- Crowbar
- Potion: Pass Without Trace
- Potion: Pass Without Trace
- Potion: Vanish
Unidentified Items:
- 2 Vials - each bearing a longsword - filled with a water-like substance (contents unknown; DC 10 Knowledge (religion) check will reveal liquid is holy water)

ITEMS TO SELL
Gems, Jewelry, Art Objects:
Gem-studded Gold Coffer (value 500 gp; sale value 250 gp)
Garnet (value 50 gp; sale value 25 gp)
Signet Ring (value 50 gp; sale value 25 gp)
Star Rose Quartz Amulet (value 75 gp; sale value 37 gp, 5 sp)

Armor and Weapons:
Masterwork Chain Shirt (sale value 125 gp)
Daktani's Leather Armor (sale value 5 gp)
Masterwork Longsword (sale value 157 gp, 5 sp)
Masterwork Morningstar (sale value 154 gp)
Daggers, 5 (sale value 5 gp total)
Short Sword (sale value 5 gp)
Falchion (sale value 37 gp, 5 sp)

Equipment, Tools, Alchemical Items:
Alchemically Treated Coals (sale value 25 gp)
Steel Scroll Case (value 50 gp; sale value 25 gp)
Thieves' Tools, 2 sets (total sale value 30 gp)
Noble's Outfit (value 75 gp; sale value 37 gp, 5 sp)
Signet Ring (value 50 gp; sale value 25 gp)

Monetary Treasure:
287 gp minus 134 gp = 153 gp
250 sp (value 25 gp)
199 cp (value 2 gp)

Sale of items plus monetary treasure equals 1,149 gp. I'm not taking any of the money since I kept the Belt of Tumbling (value 800 gp; sale value 400 gp), so each of you (Bormann, Gnok, Greta, and Kurag) get 287 gp, 2 sp, 5 cp.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Good mornin' to ye, Mistress Staginsdar. We're plannin' to finish clearin' out the catacombs beneath the Plague House today, an' see if the traitor Daktani an' the flood troll left behind any other clues as to what they were up to," Drosk explains. "As Bormann said, we need some alchemist's fire, an' maybe some acid an' alkali flasks if ye have them, say maybe two or three of each? The alkali will come in handy if we run into more of those jelly cubes."

"We also found a few potions down there that we couldn't identify, an' were wonderin' if you could help us figure out what they are," the dwarf wizard adds, retrieving the iron flask, the vials marked with longswords, and three unmarked potions from his pack.

"Oh, an' we found this signet ring on Daktani," Drosk adds as he pulls the ring from his pouch and shows it to Agrit. "Do you know if this signet is associated with anyone in Trunau?"


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Final Loot Break-down

CLAIMED ITEMS:
Bormann
- Potion: Cure Light Wounds
- Potion: Shield of Faith
Drosk
- Belt of Tumbling
- Scroll: Hold Portal
- Scroll: Knock
- Scroll: Knock
- Scroll: Summon Swarm
Gnok
- Scroll: Barkskin
Greta
- Scroll Case
- Scroll: Ghostbane Dirge
- Universal Solvent, 2 doses
Kurag
- Potion: Invisibility

ITEMS KEPT AS PARTY GEAR:
- Smoke Pellets, 2
- Tangleburn Bag
- Sovereign Glue, 1 ounce
- Silk Rope, 50 feet
- Disguise Kit, 6 uses
- Crowbar
Unidentified Magic Items:
- Iron Flask, full (contents unknown; DC 16 Spellcraft check will reveal Oil of Magic Weapon)
- 2 Vials - each bearing a longsword - filled with a water-like substance (contents unknown; DC 10 Knowledge (religion) check will reveal liquid is holy water)
- 2 Potions (contents unknown; DC 16 Spellcraft check will reveal Potions of Pass Without Trace)
- Potion (contents unknown; DC 16 Spellcraft check will reveal Potion of Vanish)

ITEMS TO SELL
Gems, Jewelry, Art Objects:
Gem-studded Gold Coffer (value 500 gp; sale value 250 gp)
Garnet (value 50 gp; sale value 25 gp)
Signet Ring (value 50 gp; sale value 25 gp)
Star Rose Quartz Amulet (value 75 gp; sale value 37 gp, 5 sp)

Armor and Weapons:
Masterwork Chain Shirt (sale value 125 gp)
Daktani's Leather Armor (sale value 5 gp)
Masterwork Longsword (sale value 157 gp, 5 sp)
Masterwork Morningstar (sale value 154 gp)
Daggers, 5 (sale value 5 gp total)
Short Sword (sale value 5 gp)
Falchion (sale value 37 gp, 5 sp)

Equipment, Tools, Alchemical Items:
Alchemically Treated Coals (sale value 25 gp)
Steel Scroll Case (value 50 gp; sale value 25 gp)
Thieves' Tools, 2 sets (total sale value 30 gp)
Noble's Outfit (value 75 gp; sale value 37 gp, 5 sp)
Signet Ring (value 50 gp; sale value 25 gp)

Monetary Treasure:
287 gp
250 sp (value 25 gp)
199 cp (value 2 gp)

Sale of items plus monetary treasure equals 1,283 gp. Since I kept the Belt of Tumbling (value 800 gp; sale value 400 gp) I'm going to pass on any of the money and divide the 1,283 gp by four (Bormann, Gnok, Greta, and Kurag), so each of you get 320 gp, 7 sp, 5 cp.

EDIT: Do we want to pay for the items from Agrit with the monetary treasure and then divide up what's left?


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

@Kranzer: Very sorry to hear about your daughter, and I hope she is doing better. Best wishes to you and your family.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"'Before ye start forgin' a sword, always make sure ye've got all the right tools an' materials,' my Uncle Brakthar always says," Drosk says, retrieving a couple of scrolls and a few potions from his pack. "I managed to identify the rest of the scrolls this morning. Greta, this one holds a clerical spell that'll make ghostly foes easier to hit," Drosk hands the scroll (Ghostbane Dirge) to the priestess. "An' Gnok, this one holds a druidic spell to make yer skin as hard an' knobby as tree bark," he adds, handing the scroll (Barkskin) to the druid. "The rest of the scrolls contain wizard spells, so I'll hold onto those."

"I only managed to identify a few of the potions... I've written their names on the vials," Drosk informs the group as he passes out two potions to Bormann (Cure Light Wounds and Shield of Faith) and one potion to Kurag (Invisibility). "We've still got five vials with contents I can't identify. There's a few supplies that I'd like to pick up at Agrit Staginsdar's House of Wonders that'd help us out if we encounter more trolls or jelly cubes beneath the Plague House - she might be able to help us identify these unknown potions as well."

I'd like to make a quick shopping trip before we got back to the Plague House. Also, if anyone wants any of the other loot we picked up let me know on the Discussion page so I can know what to sell.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

Here's a list of the treasures we found at the Plague House. If anyone wants to claim anything, speak up!

Monetary Treasure:
287 gp
250 sp (value 25 gp)
199 cp (value 2 gp)

Gems, Jewelry, Art Objects:
Gem-studded Gold Coffer (value 500 gp)
Garnet (value 50 gp)
Signet Ring (value 50 gp)
Star Rose Quartz Amulet (value 75 gp)

Armor and Weapons:
Masterwork Chain Shirt (sale value 125 gp)
Daktani's Leather Armor (sale value 5 gp)
Masterwork Longsword (sale value 157 gp, 5 sp)
Masterwork Morningstar (sale value 154 gp)
Daggers, 5 (sale value 5 gp total)
Short Sword (sale value 5 gp)
Falchion (sale value 37 gp, 5 sp)

Equipment, Tools, Alchemical Items:
Steel Scroll Case (value 50 gp) (DROSK)
Scroll Case
Alchemically Treated Coals
Smoke Pellets, 2
Tangleburn Bag
Sovereign Glue, 1 ounce
Universal Solvent, 2 doses
Silk Rope, 50 feet
Disguise Kit, 6 uses
Thieves' Tools, 2 sets
Crowbar
Noble's Outfit (value 75 gp)
Signet Ring (value 50 gp)

Magic Items:
Belt of Tumbling (recommend for Kurag or Drosk)
Potion: Shield of Faith (BORMANN)
Potion: Invisibility (recommend for Kurag)
Potion: Cure Light Wounds (recommend for Bormann)
Scroll: Barkskin (GNOK)
Scroll: Hold Portal (DROSK)
Scroll: Knock (DROSK)
Scroll: Knock (DROSK)
Scroll: Summon Swarm (DROSK or GNOK)
Scroll: Ghostbane Dirge (GRETA)

Unidentified Magic Items:
- Iron Flask, full (contents unknown; DC 16 Spellcraft check will reveal Oil of Magic Weapon)
- 2 Vials - each bearing a longsword - filled with a water-like substance (contents unknown; DC 10 Knowledge (religion) check will reveal liquid is holy water)
- 2 Potions (contents unknown; DC 16 Spellcraft check will reveal Potions of Pass Without Trace)
- Potion (contents unknown; DC 16 Spellcraft check will reveal Potion of Vanish)


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"I was under the impression that the funeral was later today. We should take Rodrik's engraved hopeknife to Kurst first thing this mornin' so he can have it for the preparations - an' see if he's had any luck interrogatin' Daktani. Maybe he'll recognize this signet ring we found in Daktani's gear as well," Drosk says, retrieving said ring from his pack. "I'd also like to visit Agrit Staginsdar an' see if she can help us identify some of the items we found in the Plague House."

EDIT: Drosk prepares Read Magic as one of his cantrips this morning and uses it to determine the contents of the unidentified scrolls discovered during the previous night's adventures beneath the Plague House.


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Aye, I've been wonderin' that myself," Drosk agrees with Greta, his eyes narrowed with suspicion as he watches the guards take Daktani into the dungeon. "I still say he should be hobbled in some way to keep him from tryin' to escape. Broken kneecaps an' elbows an' fingers wouldn't keep him from tellin' us what he knows."

"Nothin' for it now, though," Drosk adds with a sigh. "Let's join Kurag for a drink an' toast Rodrik's memory an' then get some rest. In the mornin' I'd like to take Rodrik's engraved hopeknife to Brinya Kelver, then go visit Agrit Staginsdar an' see if she can help us identify some of the items we found in the Plague House. An' I think we should be there when they interrogate Daktani. An' it probably wouldn't hurt to finish investigatin' all the nooks an' crannies beneath the Plague House..." his voice trails off.

"Sounds like we've got a busy day ahead of us before the funeral."


Male Dwarf Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}

"Aye, let's get this scumbag to Kurst straight away," Drosk says, anxious to deliver Daktani to the authorities.

1 to 50 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>