Kaptra Dorethain

Eryda's page

149 posts. Organized Play character for Erida.


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Grand Lodge

Closet cave-in crushes clown.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda moves behind Zara and supports him supporting Fernus.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda ends her sprint huffing in front of two skeletons. As she braces heself against their atacks, she winces as a scimtar comes dangerous close to her ear. Thankfully, she manages to twitch safely and grins as she prepares to clobber the living bones. As Eryda hefts 'Bass' in her hand, a fire blossoms near her, causing the poor startled dwarf to jump. Little close there! she yells over her shoulder. Squaring herself up, Eryda takes careful aim and drops 'Bass' on the skeleton that nearly took her ear off with the scimitar.
1d20 + 3 ⇒ (6) + 3 = 9
Her attempt to crush the ivory skull pitifully goes wide but she uses the momentum to scoot to the east, facing the enemy proper.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

As Eryda sees Aeron charge into the crypt, she jumps slightly and attempts to follow suit. Bumping into Unalaq as she goes by she runs with a battle cry. Alelelelelellah!
will kove when i get home. Just a flat out run to Aeron.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda raises an eyebrow at the pop, chuckling lightly to herself. She tests her arm with the weight of 'Bass' and grimaces ever so slightly. Off we go, then!

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda absently scratches her wound and mumbles in agreement. Sure, I'll walk around and watch the town for a little.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

What now? Breath? The dog's breathing alright. I'll be outside, tending to my wound, thank any of you for your concern! Eryda grumbles as her intoxification wears off from the pain. She settles into a couch in the living room and pulls out her medical kit.
Heal: Restoring lethal damage; +2 kit expend: 1d20 + 7 ⇒ (11) + 7 = 18
She lets out a fine dwarven profanity as the bandages fal off just as she was about to pin it down. In her frustration, she carelessly sends a few of the kit's bottles flying, joining the bandages on the floor in pieces. [ooc]Seriously. I can't Heal squat as a Cleric! 3 charges expended from my Healer's Kit.[/dice]

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda looks up fom her wousndd arm and gives Zara a pronounced look. Among the Stouthaft community, it would be the equivalent of 'You want me to do what now?'. But the look quickly passes and Eryda steps closer to the mutt and attempts to 'lick its wounds'.
Healzor!: 1d20 + 5 ⇒ (18) + 5 = 23
She looks up and gives the group a thumbsup. And winces at the exertion on the wounded arm.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

So sorry! Wasn't exactly in a proper posting state of mind. Thanks for the fix, vuvu.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Growling slightly, Eryda takes a swing at the goblin. Hatred +1: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d20 + 3 ⇒ (11) + 3 = 14 damage. Bite me, will you?! Taste 'Bass'! She swings for the goblin's torso and feels a satisfying crunch. And then she shuffles backwards, arm sagging from the exertion. That looks bad.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda attempts to help the man.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda heads over to the man, giving him a cursory glance to see if he still lives. She faces the closet, poking 'Bass' around the inside. This 'ere the husband?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

A monster? That's pretty general. What do you think we'll find, Aeron? Eryda twirls 'Bass' around as she follows the group. Having become used to being caught up in their stride, she does not seek to contend any opinions.
Coming to the house, Eryda decides to get a little gung-ho, partly due to the quickness with which she downed her ale. I'll go for a walk around, see if anything tries to get me. You guys have got my back, eh? Eryda comes to the door and opens it roughly.

As the plot has progressed forward, I'll skip the question posed to me earlier. As for the door, if it's locked, I'll forcefully try to turn the knob. Otherwise, she's going in!

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Damn my phone. I actually had a nice rp written up but reception dropped my post. Also, sorry for the lack of activity. I've pretty bogged at work.

Eryda gets dragged along behind the party as they 'rescue' the witch from her plight. On her way back, she slips away to visit Red Dog to smelt a trinket or two, keeping her faith to Torag. She leaves the object in Red Dog's smithy and heads back to the Rusty Dragon. As she enters, Eryda notices the Vinder girl leaving the table. What was she doing here? as she pulls a chair up to join the party. An ale for me dry throat, Amy!

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Heh. Looks like we did manage to get it identified after all. Eryda trades the wand for the potion, pocketing it and listening to the witch describe the wand's abilities. Well, I'll be. Anyone of y'all wants to hold on to that?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Zara, I know that. I did that during the goblin attack in Sandpoint. I'm roleplaying it as though it is a strenous effort and would prefer not to do so.

Well, that worked. What else does Draken do?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda thinks for a moment and turns to regard Zara. [B]I haven't exactly prepared any curative magicks today but do you think this wand might be able to do something? Got it off Savah at the festival a few days back.[/dice] She pulls out the 'unidentified' wand and hands it to the elf.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

I must be the worst Cleric ever. All my heal checks have never hit 15. -.-

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

All the action always happens when I'm asleep! *grumbles* =p Heal check coming!
Eryda hears a commotion from the hut and looks around to see Aeron setting down a... Chair? She looks around the area once more; Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Assuming there is nothing to report, Eryda heads over to the group. Is that an unconcious woman in youur chair, Aeron? Heal: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

The dwarf trait only states that my base speed is never modified by armor or encumbrance. It should not apply to running. Therefore, I should only be able to run up to 60ft. But, I will accept the double move. =)
Eryda steps off the trail proper and watches from behind a large rock.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Unaware of the impending fight ahead, Eryda flusters slightly and runs after Fernus. Wait up!
Did not make a perception check, will just run up. Full sprint is 4x movement in a straight line, yes? Assuming Zara moves, I'll be able to move up further. Will wait on Vuvu's answer before I make any amendments to the document.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

As the group slowly makes their way out of Sandpoint, Eryda nudges Fernus softly (as softly as a Dwarf would) and whispers What exactly did the dragonling lose again? I didn't quite understand its ramblings from earlier. She looks forward, hoping Draken doesn't hear.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Can I rp that I peeked my head out due to the commotion and tagged along with this sidequest?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Yea I know you won't want to give out generic feats like that. That was kinda like the feats that I would b getting on my on progressiontrack.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda doesn't really have a set path. While I will pick up Toughness, Improved Initiative, and so on so forth; I'm not really looking to specialize in anything. Maybe crafting? I get Craft Magic Armor and Arms at Forgemaster3...
If I could get a boon, I probably wouldn't mind an increase in the times I can use Forgemaster Rune Inscriptioning. Just throwing out suggestions! ^^

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

I will bring up the wand when i rejoin the group tomorrow. "Any of you know what this stick might be good for? Savah gave it to me as a prize at the carnival." Lol.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda finds herself back in her room, shedding her armaments and maintaining them.
back and good to go! Sorry for the long outage. Was hospitalized for a bit. Thanks for botting me! I'll rejoin the party on the next event.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Sick this week. Apologize for lack or activity. Will pick up in a day or two.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda glances up at the noble who seemed to make 'dwarves' sound like an offhanded slight. Something about dwarves?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Killing goblins is fine by me but lopping off their ears is a little tasteless. Is there some other way we can claim the bounty without having to mutilate dead bodies? Eryda dismisses Aeron's inquiry about her armor when she hears about the distasteful task he presented.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

A surprised Eryda accepts the drink from Aeron and takes a mouthful. She listens to his story and nods along. That seems convenient. Is that how humans usually are? Passing on good deeds in such a manner? She broods over the concept while taking another mouthful. I've been over to the smithy where I used to work at. Rented the forge for a month's worth of nights to smelt stuff.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Doubting Dwarf? That's a new one... Eryda trudges over to the table where the Gnome hails her and sits herself down, ordering a round of drinks for the table. So what have ye folk been up to today?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda returns to the Rusty Dragon after paying Red Dog, hoping to find the adventurers there. As she enters, she does not notice any of the group from earlier today. Amy, have you seen that party of small folk, lizards, kittens, and men?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Done. I will return later this evening to work the forge.
Eryda pays Red Dog 8 gold pieces. Will include the advance material worth in the profile edit.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda brings her share of the loot to Red Dog's to smelt down into materials. She salvages 48gp worth of materials and pays a rental fee of... Vuvu?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

So much going on. I'm already lost. Anyone else had trouble getting onto Paizo the last 24 hours? I was unable to connect to the pagevia mobile and computer. T_T

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Anything for me, Mini?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda hears the elf ask about their whereabouts and decides to look about the place.
Perception: Movement behind any exhibits: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Speaking of new, are we the only people who have visited during the past few minutes or mpre?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

The Master of the First Vault? Nay. You are correct in assuming so. Eryda walks around the shop, doing nothing in particular. She does, however, stop by the window (if there is one) to look out of it.
Perception: People in the street: 1d20 + 5 ⇒ (14) + 5 = 19

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Be calm, little one. I do not trust an arcanist who claims to be able to see the future. At least, until proven wrong.
Eryda gives Tarin a big grin and hefts 'Bass' and 'Anvil'.
Go on, I'll bring up the rear.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Very well. I shall trust your 'divining methods' for a change.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Backing into the alley again, Eryda tells the group that the coast seems to be clear. We should start searching the area. They should be around here...

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Meh.
Eryda follows the trail to a street. She signals to the group to stay low as she scours the immediate vicinity for more signs. Nothing. She motions for the group to look around and stay on alert while she inches out into street, looking left-right-and-then-upwards.
Perception: Enemy ambush: 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Can I assume that I have rejoined the group since you've used 'them'?

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda senses that she will not get any useful information out of him and decides to follow the group. She forcefully turns the man towards the inn, gives him a small push, and heads down the alley.
Survival: Following tracks made by group/thieves: 1d20 + 1 ⇒ (5) + 1 = 6
She stares at the ground for a while, shrugs, and walks on.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Only till I get some sort of description, which I'm guessing I have? Perhaps I should have asked more clearly. Your call.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda nods at the man and sees Fernus run after the 2 warriors. She addresses Maver. Wait inthe inn. Tell Ameiko I sent you and let her have a look at your cut. In the meantime, we'll see what we can do about getting your jewels back. Do you have an idea or description of who robbed you? Eryda waves Tarin onwards and looks around the alley entrance.
Perception: Suspicious characters lurking along the path Unalaq and Aeron is taking.: 1d20 + 5 ⇒ (17) + 5 = 22

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Oh, just realized there isn't an underline format.
Eryda inspects the man, making sure he isn't hurting anywhere else.
Heal check: 1d20 + 5 ⇒ (19) + 5 = 24
Are you well? Indicate where else you are hurting.
If he does not need medical attention, I will draw my weapon and wait for Fernus and Tarin to move up. Guarding the rear.

Grand Lodge

Skills:
Craft: Armor +8, Heal +5, Kn: Religion +6, Perception +5 (+7 to notice unusual stonework)
Dwarf: Cleric (Forgemaster) 1
Vitals:
HP: 11/11; AC: 18 (T11, FF17, +4 dodge vs. giants); Percept: +5; Init:+2; Fort4, Ref1, Will4, +2 vs. poisons, spells and Sp; CMB+2; CMD13, +4 vs. bull//trip; Spd 20ft.; 10 slingshots

Eryda follows behind the group, still unsure of exactly where they were going. She didn't like to wander, peferring to plan out her day properly. A sharp smell of blood passed her as they stepped out into the streets. Eryda discerned the source quickly and hurried forward to help the man. She lays her hands on the man's face and channels a brief burst of divinity, [u]stabilizing[/u] and staunching his bloodflow.

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