Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb thanks his Companions and assures them that the newcomers were prisoners of the Iuz-priests. He then joins Morrow in the inspection of the fallen foes. Again, sorry for my absence, should be back on track now
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb decides that the Cleric and the Acolytes must be fought and thus that the two spellcasters are his allies. He lifts his voice in a strange, unrythmic chant while pointing his finger at the clerics. Cast Lesser Confusion on the Head Cleric, if he is down on one of the Acolytes
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Sorry for my absence! Am I still invisible on the Bridge?
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb is thrilled by all forms of Magic, and studies the two items carefully even though he has very little knowledge about such stuff. He has full health and lots of tricks left, but he'll let the others decide if the party should rest or not.
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb feels that the acid bolts are effective, and once again Waves the wand and utters the magical Words! Use Magic Device: 1d20 + 18 ⇒ (15) + 18 = 33
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb sees the devasting electric bolt coming, and desperately tries to evade it! Reflex save: 1d20 + 11 ⇒ (17) + 11 = 28 The Acid from the last hit continues to burn the Naga Secondary Damage Acid Arrow: 2d4 + 1 ⇒ (1, 2) + 1 = 4 as Glorb once again calls the wand to action! Use Magic Device: 1d20 + 18 ⇒ (7) + 18 = 25
Glorb has Evation, so a successfull Reflex save implies no damage?
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb lets out a breath of relief as Verdan comes to life. He once again turns his attention to the Sassinal-horror, points his wand towards it and utters the magical Word! Then he calls out encouragingly to the Boar, urging it to attack! Use Magic Device: 1d20 + 18 ⇒ (2) + 18 = 20
Reflex save for Boar: 1d20 + 3 ⇒ (15) + 3 = 18
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb forces the fluid from the healing potion into the Cleric's mouth and makes sure it is swallowed, hoping it will get his companion back on his feet. Reflex Roll for the Boar: 1d20 + 3 ⇒ (13) + 3 = 16
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb sees their Cleric going down and he quickly reaches into the side-pouch of his haversack for a healing potion. Then he moves over to Verdan, ready kneel down and empty the life-giving fluid into his companion's mouth. Take the potion of CMW from haversack. Move to Verdan. Secondary Damage from Acid Arrow: 2d4 + 1 ⇒ (4, 1) + 1 = 6
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb stops singing, steps forward and activates the wand, aiming at the Sassinal-horror! "Now go! Boar!", he says as he urges the magical beast forwards. Use Magic Device: 1d20 + 18 ⇒ (18) + 18 = 36
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb keeps up the encouraging singing as he leaves to the others to finish off the hobgoblin. Somehow he expects something called Sassinal to materialize in the empty room, so he draws the Acid-wand and stands ready to activate it, should he be right. Draw the wand
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb hangs along, again lifting his voice. He starts singing some encouraging battle verses describing a long gone battle outside the city of Dyvers. Inspire Courage
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb puts away the wand and follows Joryn. "Come on, don't let that hobbie escape!".
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
From his relatively safe position by the crate, Glorb sends another Acid Arrow towards one of the Archers. Second Round Damage: 2d4 ⇒ (1, 2) = 3
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb again draws the wand from his belt and aims for one of the archers as he utters the magical words to activate the item. Use Magic Device check: 1d20 + 18 ⇒ (11) + 18 = 29
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb reaches for the main pouch in his havesack and grabs a bag. He opens it, takes out a furry ball and throws it out in the room where it transforms to an angry boar covered in coarse, grayish-black fur confronting the worgs. Bag of tricks roll: 2d10 ⇒ (7, 2) = 9 Use Bag of Tricks (Rust)
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb again lifts his clear voice to encourage the companions in the battle. Then he tumbles towards one of the closest crates to try to find cover. Inspire Courage
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb nods as he sticks the wand back into his belt. It had served well! Then he moves carfully towards the statue. It was holding a book! A book was always a fascinating thing. It could hold great tales. It could hold words of power. A book had to be examined! Examine the statue and the book. But first, look for traps or other nasty things. Search check: 1d20 + 9 ⇒ (8) + 9 = 17
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb continues to shoot acid Arrows at the monster. Yet another Acid Arrow Round 2 damage: 2d4 ⇒ (4, 4) = 8 Use Magic Device check: 1d20 + 18 ⇒ (6) + 18 = 24
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb sees that the Acid seems to have it's intended affect on the Golem. He keeps on pointing the wand towards the creature and again speaks the formula. Another Acid Arrow from the wand Round 2 Damage from the Acid Arrow cast last Round: 2d4 ⇒ (2, 4) = 6 Use Magic Device Check: 1d20 + 18 ⇒ (11) + 18 = 29
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
"So you do not like my song, you ugly heap of flesh!", Glorb says, "Then taste this!" He points the wand towards the Golem and utters the magical words.
Use Magic Device skill check: 1d20 + 18 ⇒ (8) + 18 = 26
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
But what about Acid? Glorb wonders as he hears the warning from Wakanda. He draws the wand of Acid Arrows from his belt to have it easy at hand. Then he starts humming a heroic song from his homeland. Inspire Courage
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
"Whew, that was close ..." Glorb says with relief as he stands up, unhurt from the flying debris and fire. He soon sees that all the companions are unhurt as well and quickly starts to inspect the elevator room. As Joryn gets the job of using the cranck, Glorb starts humming an encouraging tune, hoping it will help in the task. Try to Inspire Competence
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb is ready to try to disable the trap, but warns the others of the possibility of a violent explotion. "Any forms of Magical Protection would be appreciated", he says. As Morrow speaks, he decides to wait for the reactions of the other party members.
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb falls into line in the middle of the Group, ready to step forward should his keen eyes or Thieves Tools be needed.
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Is the Ghoul Fever disease also caused by the claws? In the description it says "Disease-bite". It also says the Save DC is Charisma-based, so + 4 Fort save vs Ghoul Fever: 1d20 + 5 ⇒ (15) + 5 = 20
As the paralyzis wears off, Glorb jumps a little up and down to loosen the muscels. He looks with worry at the wounds, but as Reonnyn tends to them With Magic, he gives a warm smile to the halfling. "Thank you so much, my friend!", he assures. As the priest warn him of a possible disease, he becomes worried again, but tries to shrug it off as he quickly quickly moves toward the door to check for traps. Skill check Search: 1d20 + 9 ⇒ (18) + 9 = 27
Glorb will claim the tanglefoot bag
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Fort save vs Ghast stench: 1d20 + 2 ⇒ (6) + 2 = 8
Glorb feels the Sharp claws of the undead ripping his skin. To his outmost horror, he feels his muscles are stiffening, and the terrible stench make him sick.
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb continues to sing an old Battle hymn to inspire and strenghten his Companions. He eyes the approaching horrors carefully, ready to avoid any attack. Inspire Courage + 1. Total defense (+6 AC).
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Oh, no!, Glorb thinks. This was not a fight for him! In this crampled corridor, not knowing what was in the next stall. He decides that the best he can do is to aid them all as best as he can, making them quicker and more agile. He lifts his voice, and chooses a encouraging song as he weaves the mistrel magic. Cast Haste. Since our companions 30' up is within range, it will maybe affect them as well?
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb readily follows the lead and instructions from Morrow.
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb inspects at the carnage and feels sorrow for the poor dwarves. Setting up such a risky business, trying to skim the riches of other people’s work, was never a good idea from the beginning. But their demise had been gruesome. He half-heartedly looks around for any tracks or other information that is not obvious. Tracking was not Glorb’s skill, so as Morrow asks for this, he just shrugs. The Boccob offer: I refer to the description of the Permanency spell. But by closer reading I would have to be Caster Level 9 to even make them make a Comprehend Language Spell permanent. So … I guess… no
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
"Those dwarves were just trying to make some profit from other peoples work. We do not have to pay attention to them. Let's go on!", Glorb suggests. The Boccob offer. I do not understand it propely. Could I for instance make them make "Tongues" a parmanent ability by paying 1.500 XP?
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb accepts the hand and shakes it as he smiles. "Nice! Nice! Reonnyn it will be! My companion Big Ones are fine and serious adventures. Able as well."
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Glorb had been busy catching up with several personal issues, and had not seen his companions for some days. As he finally reaches the Green Dragon Inn, he is told that they have just left to speak with the priest Altamaic that they saved from the Ruins. He sets off for the Temple of Boccob and is escorted to Altamaic's room. "Hi, Altamaic! Good to see you alive and well!", he says. "Hi, Wakandah, Morrow, Karieth! Hi, newcomers! Sorry I'm late!"
Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +2 / Ref: +11 / Will: +4 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' | Favored Attack: Light Crossbow +10 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17
Test |