Zellara

Ellaria's page

304 posts. Alias of Badslacker.


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Ellaria moves closer, draws her crossbow and fires it at Dovan.

Attack: 1d20 + 2 ⇒ (6) + 2 = 8, Damage: 1d8 ⇒ 1

Attack roll for the charmed bandit (did not add bonus): 1d20 ⇒ 16


Ellaria shouts to her charmed bandit, trying to encourage him while pointing at Eadric: "Help him! You must help my brother and save him from those evil men! You are the only one who can do it!"
Charisma roll: 1d20 + 1 ⇒ (9) + 1 = 10


My bandit was supposed to make two attacks already, are you taking this into consideration KK? I'm not rolling for him as I don't know his bonuses.

Ellaria starts feeling fear as the number of spells she has left is decreasing rapidly and the situation seems difficult. She breaths deeply and focuses the strongest spell she has left on the Staglord.

Hideous laughter on the Staglord, roll Will vs. 15 or fall on ground laughing for 3 rounds.


Ellaria's bandit was supposed to move forward and attack the Staglord, not stay next to her.

Ellaria continues and casts another spell, gesturing wildly towards the bandit group. Meanwhile, her new charmed friend enters the fight, swinging his sword against his former friends which seem surprised.

Summon Rat Swarm on the Staglord's position and the bandit adjacent to him. They should take 1d6 ⇒ 2 damage after the whole round finished (casting time = 1 round)


Ellaria urgently gestures her charmed bandit foward, "Help me against those evil bandits... You must save me!". As the bandit rushes forward to attack, Ellaria picks up a handful of pebbles, slowly dropping them next to her feet while muttering some arcane words.

Stone Call on the bandits (without hitting Eadric or Ellaria's bandit), for 2d6 ⇒ (2, 1) = 3 points of damage.


Ellaria keeps still, standing behind both Eadric and her bandit until things will get clearer.


Ellaria looks around at her comrades and the bandits, puzzled as what will happen now. She makes sure most of her body is behind some sort of cover from the group of bandits.


Ellaria stays back, nervously eyeing the owlbear and waiting for the bandits to move closer before joining the battle herself or sending her new friend there.
Delay until after the Bandits turn.


Is there an updated map now? I'd like to check it out before Ellaria decides her next action.


Perception 1d20 ⇒ 14


Ellaria moves closer to the bandit, whispering urgently to him: "My friend! Look what these evil men are doing to that harmless elemental. They've attacked him without reason. You must help him - move closer to that fight, and try to hit the people fighting the elemental in the midst of battle, so the others won't notice that. In any case, don't worry - I'll help you!". She then proceeds to cast a spell, causing a large amount of rocks and pebbles to drop down on the bandits fighting the elemental.

Cast Stone Call - all the bandits in that area take 2d6 ⇒ (1, 4) = 5 points of damage (no resists).


I'm ok with the map.


Ellaria looks at him weakly and says: "Yes. I need your protection here. Please help and defend me from anyone who would want to harm me."


I thought the charm spell didn't work - Ellaria just casted a sleep spell.


Ellaria's arm is cut and she starts bleeding quite heavily. Darting away, she casts another spell at both her pursuers.

Cast 2nd sleep spell at them.


Ellaria lets out a giggle, while continuing to keep as much space between her and the bandits. "Who else could it be, hun?"

Bluff: 1d20 + 10 ⇒ (6) + 10 = 16


Ellaria will continue to move away from the bandits, trying to stay as hidden as possible. When she has the opportunity, she quickly mutters several words and points towards one of the bandits. Her eyes glow blue as the bandit's eyes flicker as well.

Cast Charm Person on one of the bandits.


Action order?

Just in case - Initiative: 1d20 + 7 ⇒ (16) + 7 = 23


KK:

Spoiler:
Ellaria will cast her sleep spell on the three bandits heading towards her direction, hoping no one will notice that while the elemental is pounding on the gate.


KK:

Spoiler:
Ellaria will stay in cover, trying to hide as best as she can. Stealth Check:1d20 + 1 ⇒ (6) + 1 = 7


KK:

Spoiler:
Yes, Ellaria will not target Eadric or the bandit he is fighting.


Ellaria moves after Torod as the voices of battle are heard from the general direction of Eadric. As soon as she sees him fighting, she casts a spell.

Cast Sleep on as many bandits as possible.


KK:

Spoiler:
If Torod manages to hide or to find an area with no close bandits, Ellaria will approach him and whisper that she is there and waiting for them to make a move.


KK:

Spoiler:
Ellaria drinks another potion, getting nervous as her friends don't seem to have found anything interesting (and she doesn't know where Obi is)


KK:

Spoiler:

What can Ellaria see? While Eadric is playing she will move around a bit, a new potion in hand if the previous one's effect runs out.


Kenderkin:
Ellaria moves quietly after Eadric, continuing to find places to hide when he stops.[/ooc]


Spoiler:

Ellaria will move and hide in the hiding spot you've described.


Spoiler:
Ellaria will quietly follow Torod until he stops moving and shows the loot, then will hide in somewhere no one will see her if the potion wears off.


Ellaria will follow the others, invisible.


Ellaria looks suspiciously at Obi, uncertain how can there be such hate in the small halfling.


Ellaria looks at the prisoners silently, then turns to the others, "We should interrogate them and get as much information as we can regarding the fort and the bandits inside before proceeding. I at least think that we should try and use these potions for that."


Ellaria will tie one of the bandits, then run through his equipment until he wakes up and is ready for questioning.


Initiative: 1d20 + 2 ⇒ (11) + 2 = 13


Ellaria advances slowly, looking for anything unusual before acting.


Is this a new round? Can Ellaria act again now?


Ellaria turns toward the bandit who is still fighting and fires a bolt at his direction but misses horribly.

Crossbow attack: 1d8 + 2 ⇒ (1) + 2 = 3, damage: 1d8 ⇒ 5


Unsurprised by the turn of events, Ellaria starts casting a spell.

Cast Sleep on the bandits.


"Could you provide us with invisibility potion(s)?"


"That plan could work", Ellaria adds, "but I'm not sure I will pass as a bandit. I don't remember seeing any bandit women, except for that one leader we fought right after we arrived here. Even if there are some, they are probably known among other bandits. I propose another plan - we can try to infiltrate the fort at night, especially if we can get an invisibility scroll or potion".


"We could scout the area, and try to look for another way into the fort - sewers, water aquaduct, a secret sidedoor or anything similar. If we can't find any, I think that posing as merchants would be our best option. Best scouting could be done with an invisibility scroll or spell".


Ellaria looks puzzled as Torod and Eadric leave the unicorn, but shrugs and follows them back to Oleg's.


"Do you have any idea who killed this creature? or when?"

Ellaria looks around for any signs of tracks or anything else of interest.

Perception: 1d20 ⇒ 8


"Shouldn't we examine the area further? Whoever killed this unicorn would be dangerous for anyone else who will pass here", Ellaria says, uncertainty in her voice.


"That's all?" Ellaria seems surprised after the short fight. Looking to the elemental, she adds: "That elemental seems quite large, Torod. How did you manage to summon it?"


Ellaria stands at the edge of the pit and casts a spell, causing massive stones to fall down on the general location of the creature.

Stone call for 2d6 ⇒ (5, 6) = 11 damage.


Ellaria curses as Torod and Obi fall into the pit, then readies herself for battle.


Perception: 1d20 ⇒ 17

Ellaria notices something wrong in the clearing ahead, then warns the others. "Be careful! There's a concealed pit overthere, the voices are probably from inside".


We could go to this other strip at the bottom, or use the booze to somehow get some of the bandits in the fort drunk before our attack.


"For once, Eadric, that sounds like a decent solution. For one, I will not have the blood of unarmed men on my hands. Even more so if they seem to be insane. The best option is to bring them back to Oleg, on condition they repent and vow to never take up arms again as brigands".

Turning to the bandits: "You two tried to attack us and rob our possesions, and for that you could have paid with your lives. Have you anything to say about it? Will you denounce your evil ways and repent?"


Aren't the men still tied up?

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