HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel concentrates for a moment. Moonlight gathers around her and then she hurls it at the singer./ Daze, Will DC 13 Forvenniel stood up last round, but didn't move out of the grease
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Realising how lucky she was, Forvenniel carefully stands up and then throws a third bag, this time at Red. "Moonlight bind you" But this time her aim is put off by the combat.
rolls: ranged touch into melee: 1d20 + 1 - 4 ⇒ (9) + 1 - 4 = 6
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
ref: 1d20 + 1 ⇒ (12) + 1 = 13
"Two can play at this game." she sighs, wondering where the luck of the moon has gone.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"Watch out Kembre, they are trying to flank you." warns Forvenniel. She quickly moves forward and tosses a tanglefoot bag at the man in yellow. ranged touch, inspire: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel makes sure the guards are not going to die, channeling again if necessary. "The poor men were just doing their jobs. Foolish of them to attack us. I suggest we try and avoid using their potions if we can, as that may just make the situation worse.." She pulls out the other healing potions the team found earlier. "These would be helpful though."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Firing into combat is if you threaten another character or are threatened by them. If they are unconscious, it is not firing into melee unless they somehow threaten when unconscious. Specifically unconscious characters are only in melee if they are actively being attacked.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
With more and more companions falling, Forvenniel retreats and calls down more soft moonlight to heal their wounds. Gets all pathfinders, and also blue channel: 1d6 ⇒ 1
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel sighs, and takes out one of the tanglefoot bags they found. With a fluid motion she moves up and tosses it at the man in blue. ranged touch: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16 Did blue heal himself somehow last round?
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel moves up, bathing the group for a moment in soft moonlight. Channels. Will possibly move if other folk do, but in the current spot she gets the whole party, and only the uninjured orange guard.
Meanwhile Zevryn moves up slightly and fires a ray of frost at the man in pink.
Where is the fallen Red figure? Forvenniel may try to include him in the channel, or move up to stabilise him.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Hurrying into the darkened warehouse, Forvenniel dashes past the rows of crates. "Why did I wait in the office?" she asks herself. Finally she has a good view of what is happening, but no time to do anything with it.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"Not in front of the main doors." Forvenniel reminds EVerbloom. "But the others would be good to block."
"It'll be easier talking to the guards if we don't make a mess of this place..." she adds.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10
When the secret doors are revealed she sighs. "Either these are here to allow thieves entrance, or the guards to check in quietly. Perhaps we should move crates in front of them." She eyes up the bucket of grease. "Spilling this in front of one of the doors may slow things up for them to if they come in. " After a moment she adds "Do you think we can talk the guards out of bothering us?" Has changed out summon minor monster for bless
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel smiles at the woman. "Where will you be taking this stuff?" she asks. "The moon has looked down on much suffering the drugs have caused." After poking around she adds "Will moving the crates cause your plans any problems? It would be much simpler if the doors were all barricaded, maybe all but one. That way anyone coming in can be contained..."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"Instructions are like moonlight. Ephemeral... and open to interpretation." she says, not at all worried. "Perhaps the captain knows of the warehouse?" adds the elf.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"I suppose you could read that into the note.." says Forvenniel with obvious doubt in her voice. "But it only states clearly that we need to help her out in two tasks." She shrugs. "Still, we cannot sail without the tide, so waiting to see if there is more assistance we can provide will cost us nothing other than another night aboard the ship."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"The moon smiled on us with favour!" says the happy Forvenniel. "The meeting at the Oyster was disrupted, although sadly not without some injury. And the vile alchemist has been taught a lesson and left for the watch to deal with. Even if he can sweet talk his way out, we have his notes and destroyed his lab." She sighs. "Many of his victims are now being treated by the followers of the Dawnflower."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
wisdom: 1d20 + 2 ⇒ (19) + 2 = 21
"The moon knows all, but the watch does not. And I'd not want to get into trouble with them just before heading back to Absalom."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"Let us drop him off and return to Absalom. We have done what we came here to do. The book though, I would read under the soft light of the moon. There may be more secrets of the Aspis yet hidden within it." suggests Forvenniel.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"Because as likely as not someone else will move in and create something similar, or worse." says the half elf. "Not that I'm keen on wanton destruction, the moon soothes. But when it is angry the tides themselves quake in fear."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Normally I'd take ten, but I had a recent GM ruling in another game about not taking ten on spellcraft checks to identify magic items as I had to "concentrate on detect magic", so I'm including them here just in case.
"That cloak is a magical protective one. It won't turn aside a blade, but it might help against a spell." she suggests. Looking down at the alchemist she suggests "I doubt the authorities will like what he has been doing to their local citizens. We should leave him outside the watch with a note on him. " Looking at the lab however she is less sympathetic. "We should gather what we can from here and destroy the rest. This place is a blight on the city."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel brings some light into the sewer... right in the alchemists eyes. "May the moonlight ever be in your eyes" she says, almost aggressively. Flare! Fort DC 12 or dazzled
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
I typically let a paladin know if they have smited and it didn't work. It seems likely that a good person attacking something they believed was evil (and given said person has the ability to detect evil at will), would get some kind of feedback that their target was not what was expected.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"How much would you like to come and work for us? And really, being relegated to the sewers and having your work corrupted? That hardly sounds like a 'good working relationship'" notes Forvenniel.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
SM: 1d20 + 2 ⇒ (11) + 2 = 13 "We could sponsor your trip to Absalom and help carry your ..." she looks around the sewer "ahh, lab down to the harbour!" suggests Forvenniel.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"What was Whip supposed to do?" asks Forvenniel. "I'm sure with your skills we could arrange much better facilities for you in Absalom. Somewhere you could help people, and maybe find a cure for yourself?" diplomacy(assist): 1d20 + 1 ⇒ (7) + 1 = 8 She sighs. "Being able to work in clean air, and under the moon rather than in this.... place that is not really worthy of your skills. The Aspsis consortium is exploiting your good nature and skills for their own gain."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel looks at him aghast. "Oh you poor man. Look at all your wounds? Have you been trying to find a cure for them?" diplomacy(aid): 1d20 + 1 ⇒ (17) + 1 = 18
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel smiles, happy that the group has good people in it. "These poor people have been horribly used. she starts "But they have followed the moon to your doorstep. It may be the kiss of the sun can burn the fever for their drug from their veins. We do hope so." She doesn't want to linger, being keen to return to the sewer and confront the foul source of this evil in the city.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"I think that is the right decision Norril. Less chance they will get accidently hurt in a fight as well." "You..." she says pointing to close by beggar. "Time to move and bask in the moonlight. There is a temple that might be willing to look after you. If we find any whip, we'll take it there too."
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
religion: 1d20 + 8 ⇒ (20) + 8 = 28
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
"The moon shines down on all of us, great and gross. To him... to him it is our actions that count, not our birth. And addicts or no, we should help these people. Give them a chance to bask once more in the light of the moon." She points to the statue. "What is that? "
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
sense motive: 1d20 + 2 ⇒ (1) + 2 = 3 Quietly she approaches Sejiri and Kembe. "These men are all sick and malnourished. And I'm guessing addicts. Though why they are here is anyones guess. " She pauses to think. "Although mine is that they work for him. While he is not here, if we were to entice them away, that may put a dent in his plans. Do you have a temple in Diobel that might take in these unfortunates?"
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel follows along behind the others. "Oh these poor men. Hiding down here, never caressed by the moon." She falls into line behind the others, but when she gets up to one of the beggars she checks him over to see if he is diseased or injured. heal: 1d20 + 2 ⇒ (17) + 2 = 19
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
Forvenniel shakes her head. Well, that certainly disrupted the meeting... but perhaps not in the cleanest way. As the bloodbath commences she offers a ladylike shriek and also flees the room.
HP 10/10; CLW wand 47/50; reroll at +3 1/1; Reroll vs drug, poison or disease 1/1; AC 11; Fort +3; Ref +1; Will +4; Perception +8; init +1 Cleric-1
As Forvenniel looks up from her meal, a rat appears on the floor behind Pal! Technically in his square as it is tiny rats: 1d3 ⇒ 1 "Rats!" she screams attack: 1d20 + 4 ⇒ (2) + 4 = 6
She starts to back out of the inn, content that the meeting appears to be well disrupted. |