Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Can someone remind of exactly what promise was made? Cause apparently right now it seems to be that we'll get Anevia to her wife as soon as possible. Of course, I remember after fighting those outsiders near the maze proposing that we dig ourselves out of the hole and finish what we started, yet there was insistence that we go back and clear out all the cultists right away. So which is it? Why is a small delay of a couple hours now wrong but it wasn't before?
My goal is to see them safely to their destination, and right now it would be safer if we take a small breather. Unless you feel like possibly dying before your time. but I've been dead before. Trust me, it ain't fun.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
I understand both your concerns, and we will attend to them in due time, but right now we are greatly weakened and need rest. Who knows what's out there wandering and looking for trouble. This seems good a place to hold up for the night. Aravashnial, do your people by chance have a supply of herbs and such I could use? I'd like to take the evening and prepare a poultice or two if possible.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Hmmm...this is bad. The balance has been disrupted.
Grizst turns to Aravashnial, a determined and worried look on his face.
The hordes might b trying to destroy the Wardstone. I'm guessing that would allow an even lager horde to roam unchecked through the world. Aside from you folks, who would know most about the failure of the Wardstone and how to fix it? I can't do much but I'll do what I can to restore the balance here, but I don't know whom to speak with nor what to do. Any advice?
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst will stand up and also examine the (former) hostages for injuries
Heal: 1d20 + 9 ⇒ (17) + 9 = 26
Then he'll drink a 2 of the Potions Cure Light Wounds
If you allow the avergae for out of combat I'll just take 11 healing from the potions, otherwise
Potions: 2d8 + 2 ⇒ (1, 7) + 2 = 10
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst delays - not a lot to do
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst takes a swing at the armored man
Club: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (5) + 3 = 8
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
It isn't apparent how far we are outside the door so if I can move into position to attack red I'll do that
Club: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (5) + 3 = 8
Otherwise will go back to back with Darius
|
1 person marked this as a favorite.
|
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst follows Darius in, shield and club in position.
Rereading the spell, it's pretty useless against an already invisible target since you can't actually target them
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
I agree we should sick together. How about we head in a logical fashion, and go to the nearest first? The library might be gone, but maybe someone's left messages about where to gather.
As we travel, if we find various herbs, tree saps, or other ingredients I can collect to use with Druid Herbalism I will do so
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Sure, I'll take a look
Perception for Traps: 1d20 + 7 ⇒ (17) + 7 = 24 before opening the box if I sense it isn't trapped
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst takes a swing as Red rushes by him
AoO: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 3 ⇒ (1) + 3 = 4
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Instead of the flank, Grizst instead moves into the square Red was standing to prevent her from picking her glaive back up
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst smiles confidently and chuckles to himself as red disappears, casting a spell.
Grizst then moves next to Red for the flank though since she isn't on the map I can't move yet
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Since Red seems distracted by Darius standing up. Grizst moves in and tries to knock the glaive from Red's hands
Acrobatics to avoid AoO n case of Combat Reflexes: 1d20 - 3 ⇒ (2) - 3 = -1
Disarm: 1d20 + 6 ⇒ (16) + 6 = 22
Forgot the flank with the alligator so 24 total
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Since Red's AoO on Walmir was before I act, I will instead move and attack rather than 5 foot and attack, and hope Red doesn't have Combat Reflexes so that I can lock her down from attacking me with reach. Sal can still 5 foot to the left and do a side cone rather than forward cone
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst steps up with another swing at Red
Club: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 3 ⇒ (1) + 3 = 4
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst steps forward and tries another swing at red.
Club: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 3 ⇒ (2) + 3 = 5
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Walmir, don't you need to move adjacent to Teal?
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst will swing at Red with his club
Club: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 3 ⇒ (5) + 3 = 8
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Well, looks like it's balls to the wall time. Go big or go home. Grizst rushes in after Salvatore.
Since Sal took the AoO I should be able to get by unless they have Combat Reflexes, and red providing cover from White
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst mutters a few words and touches Tak
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst follows Aravash and Anevia, taking up the back.
Climb: 1d20 + 3 ⇒ (5) + 3 = 8
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
It depends on Anevia and Aravashnial. If they want to get home first I am going to do that. If they want to wait a little longer I will do that.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst shrugs. OK, have it your way. I'm not gonna kick em to the curb, so I'll get them somewhere safe and come back if I can
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
I'm not sayin' leave fer good. I'm just saying get them to safety then come back
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
While I am pissed at em for not just lettin' us walk past, we gotta remember our main goal was to get these two topside. We can come back after we get these two to safety.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst moves up and swings at red.
Shillelagh: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 4 ⇒ (1, 4) + 4 = 9
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Seeing that Darius needs healing, Grizst moves up, uttering a few magical words, and touches Darius.
Cure Light Wounds: 1d8 + 2 ⇒ (1) + 2 = 3
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst retreats further according to "the plan"
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst blinks his eyes at the mists.
FORT: 1d20 + 7 ⇒ (9) + 7 = 16
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst sees Darius retreat and likewise now withdraws to a better position. Hey Walmir, we could both use a little healin' if ya got time
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst motions to Darius to back out of the area and he will follow.
Delay until after Darius withdraws
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Did I get hit twice? The 16 and 14 both would have missed since I am now using a shield (but the 25 did hit)
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Someone pull Sal out to safety!
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
In a moment, first things first Grizst steps over Salvatore's body and takes a swing at the creature with his Shillelagh.
Shillelagh: 1d20 + 5 ⇒ (19) + 5 = 242d6 + 4 ⇒ (3, 1) + 4 = 8
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Hearing Tak's shot, Grizst moves forward and stops to get ready for Tak to back up.
Ready to move forward when Tak either 5 foots out of the way or withdraws/otherwise moves out of his spot
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst moves up to guard the split and motions for the others behind him to move forward, ready to intercept any enemy who comes into view
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst clutches a small spiral under his tunic and utters a small prayer, then moves to block in case someone comes around the corner.
If I see nothing when peeking around the corner I stop where I am, and motion to Tak that see nothing.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst chuckles at Darius' comment, heads into the room and sees multiple passages. I don't like the looks of this. Too easy for someone to sneak up on us here.
Grizst utters a few magical words and touches his club again, which sprouts numerous gnarls and knots, then gets it and his shield ready.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
If no one else is going to use it, I'll use the shield for now
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Yeah let's find our way outta this place. My guess is any remaining folks are all gathered together in one place.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Although I sympathize with the tribe at Neathholm, we're here to get topside, not fight their war for them, and we're responsible for getting two other topside as well. That said, we have no idea which way to get out, and when you're underground, you frequently have to go down to go back up. So I have no preference on which way to go, other than whichever we decide, we do it for the right reason.
Grizst looks a little embarrassed at speaking so much, not used to expressing opinions, let alone to anyone who seems willing to consider his opinion.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst moves into the room with the others, still keeping an eye on the rear in case of ambush
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Following the others inside Grizst takes up position to the side of the northern door, club ready.
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst leans against the door and plants his feet.
STRENGTH check: 1d20 + 3 ⇒ (3) + 3 = 6
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Grizst nods in affirmation
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Sure, take the scythe. I prefer a club I can enchant anyways
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
And the archer got away, no doubt to rouse the rest of the troops. If we're staying, best we heal up fast. If backtracking to regroup and formulate a plan, which is probably ideal, best we get outta here soon, before they show up, though a quick search a these folks might be in order?
Male Half Orc Neutral Druid 3 AC: 18, T: 11 FF:17, CMD: 16 | HP: 24 | Init: +1 | Fort: +7, Ref: +4, Will: +7 | Per: +8
Will: 1d20 + 7 ⇒ (17) + 7 = 24
|