Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Bishop Hugo nods to the woman. Agent Navhelan, you have great potential and some day you may yet gain entrance to the ranks of Venture-Captain.
The half-elf bows and steps into the room.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
A tall somber looking half-elf enters the place and observes the activities. ... "By the Keeper of the First Vault! Remember this is a Pathfinder Lodge established for the sharing of knowledge and cooperation...not a common bar catering to any unprincipled sod from the street. Please people respect the dignity of Master Flaxseed and this place! .“ .. He proceeds upstairs to the rooms reserved for venture-captains.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo would be interested but may overlap other cleric role. But it appears someone may have already claimed the spot anyway.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Venture-Captain Hugo Victor steps up. We cannot let a mission of this importance fail due to lack of simple healing! Count on me, and the strength of Abadar to provide aid. 6d6 ⇒ (4, 1, 1, 4, 3, 1) = 14 Bleh!
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Venture-Captain Hugo Victor calls upon the night of Abadar ”Keeper of the First Vault, shine like gold upon the heroics of the teams so assembled for this cause! “ Heroic medic : 6d6 ⇒ (3, 5, 2, 3, 2, 3) = 18 The lesser agents of Waki Huro and Omar Posada contribute their aid in a minor way to the effort.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Very well. You know where I can be found if the need arises. I am willing to work on commission or short term contract, albeit for a higher rate. Hugo bows. And to you my esteemed allies and comrades, I bid you a good evening. May I share a glass of wine or other spirits in the Flaxseed Lodge some evening once these events have settled. He shows the slightest of grins. Although, the last time I scheduled to enjoy retirement, I ended up on this adventure. Thanks all, and especially to our GM for this enjoyable high-tier game.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Many thanks! It was a great run with a great group.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Venture-Captain Hugo Victor considers her commentary and offer. It has become quite evident in my most recent transactions with the Ten, a complete overhaul of the management structure is long overdue. The half-elf furrows his brows as he contemplates further, meditating briefly to Abadar. Indeed, if executive leadership is requested and the offer sincere, consider my resume tendered. I can provide references as needed, and you are familiar with my portfolio past experience working with and for the Ten. I will entertain any offers with competitive market-based executive compensation and benefits packages. Until such time, I can be reached by appointment at the Cathedral of the Keeper of the First Vault. He bows, and then stands silently as he waits for the others to respond.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Player Name: GM Aarvid
Dang! Too bad not a boon roll.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo Victor is not one to brood or seek revenge. Just calculated justice paid in full. I care not whether he lives or dies. He should provide remunerations to the victims and other injured Agents or parties as best as he is able under a Chapter 11 insolvency or as a civil or Society Tribunal would allow. Since the Society is in a state of disarray, I would take his incarceration as a guest at Jack's Lodge and good faith effort to pay back from whatever assets he has remaining.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo nods in thanks to the Inevitable. Go now. You have served justice. We will take it from here. Hugo was never a fan of Torch, but did not have many dealings with him directly, (other than the last part of the Ten). You have stopped Vahlo, who was an agent of evil to the core. So that strikes a balance in my ledger. I am not a judge, although others of my order may play that role.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo has the Inevitable use its true-seeing. Tell me if you see any lingering foes or falsehoods projected from Valho or Torch. Then I will release you noble servant of Abadar.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo scowls at the attack upon him by Vahlo, pained by the brute force. Great Abadar, shield me! fort, hope: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34 vs DC27 Stun perception,hope: 1d20 + 28 ⇒ (17) + 28 = 45 He will accept the +2 blessing... Your life is forfeit, Vahlo. Even Torch has your number. He dimensionally hops back 20' behind the Inevitable, and cast/converts a cure serious wounds upon himself (Dispel Magic). Great Keeper of the First Vault, aid us in battle. CSW: 3d8 + 15 ⇒ (4, 3, 2) + 15 = 24 The Inevitable will try to take down the undead misfit with lashes from its electrical chain arms. DIE HEATHEN! Zelekhut Lawful Chain,bard, flank, blessing: 1d20 + 17 + 5 + 2 + 2 ⇒ (20) + 17 + 5 + 2 + 2 = 46
Zelekhut Lawful Chain,bard, flank, blessing: 1d20 + 17 + 5 + 2 + 2 ⇒ (18) + 17 + 5 + 2 + 2 = 44
Zelekhut crit?: 1d20 + 17 + 5 + 2 + 2 ⇒ (8) + 17 + 5 + 2 + 2 = 34
Z=AC24/115HP+DR10/Chaotic+SR20
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo will attempt again to resist the ghostly touch. will, hope, badge: 1d20 + 22 + 2 - 2 ⇒ (3) + 22 + 2 - 2 = 25 Whew. Cutting it close on these saves
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
The inevitable slashed at the spirit with one of its chain arms. Inevitable Chain ,AOo bard : 1d20 + 17 + 5 ⇒ (1) + 17 + 5 = 23 Hugo tries to resist the touch of the spirit as he continues his casting of restoration on Marcus Will, hope : 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29 ” Abadar restore thy servants!“ does Hugo have a standard remaining after restoration? He does have a wayfinder but I did not include in the above. If time allows he steps back and casts non-corporeal Shell to hedge out ghosts.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Oops. Wanted to get this cast before Marcus but just missed unless he delays.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo has the Zelekhut stay close and guard him as he continues casting. zed has true sight active
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Oops - good reminder. Add +2 to Hugo's (not included in his init roll)
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Sent PM ”By Abadar! This does not bode well! Our victory is indeed short lived.
Initiative : 1d20 + 5 ⇒ (10) + 5 = 15
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo will motion the injured to gather around for healing ”Abadar, Keeper of the First Vault, heal us as we vanquished the foe. “ Channel : 8d6 ⇒ (6, 1, 3, 3, 6, 3, 4, 1) = 27 He will also cast restoration if another is needing negative levels removed
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo nods to Zed as the inevitable continues to strike the daemon with its chain arms. Halt, heathen! Zelekhut Lawful Chain: 1d20 + 17 + 5 ⇒ (10) + 17 + 5 = 32
Zelekhut Lawful Chain: 1d20 + 17 + 5 ⇒ (7) + 17 + 5 = 29
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo nods at Jack. Understood. Hugo considers options, not sure how to dispel or contain the blast. Apply any other changes or actions and then I will try to contain the blast if those are not successful. He delays for other's attempts and then will try to encase the disk in a wall of stone (if that is possible) and flies back as far has he can afterwards.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
HP damage is easier to cure than negative levels, so dropping that daemon would be good to do as quickly as possible.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo sighs with relief despite the considerable pain. Abadar prevails! Now heal the injuries not prevented! He steps (fly) back 5' and calls upon Abadar to channel positive healing into him and his allies (excluding the two enemies if it matters) Concentrate: 1d20 + 18 + 5 ⇒ (7) + 18 + 5 = 30 vs Aura? channel: 8d6 ⇒ (1, 2, 3, 6, 3, 6, 4, 1) = 26 Hanging onto his quicken spell rod, he casts spear of purity at the daemon. CL: 1d20 + 15 ⇒ (10) + 15 = 25 vs SR He launches a quick bolt of white light range touch,bard: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36
Ready for emergency evac! he nods to Charleston. The above rolls do not include bard or good hope on contentration/CL checks...if they apply
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
The Zelekhut will adjust and continue to strike the daemon with its chains Zelekhut Lawful Chain, hope bard: 1d20 + 17 + 2 + 3 ⇒ (11) + 17 + 2 + 3 = 33
Zelekhut Lawful Chain, hope bard: 1d20 + 17 + 2 + 3 ⇒ (12) + 17 + 2 + 3 = 34
Z=AC24/115HP+DR10/Chaotic+SR20
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo will react with a divine interference on the first attack. ”Abadar deflect his strike! “ reroll first successful (20) attack at -2
will roll saves and resistances here anyway. He has 10 resist to negative energy and 30 resist fire. Fort, Hope : 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
will wait to post pending results.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
on business travel and posting from phone so cannot move map. ”Attack the outsider! “ The Zelekhut its assault on The grappling daemon Zelekhut Lawful Chain: 1d20 + 5 + 17 ⇒ (7) + 5 + 17 = 29
Zelekhut Lawful Chain: 1d20 + 5 + 17 ⇒ (20) + 5 + 17 = 42
Z=AC24/115HP+DR10/Chaotic+SR20 Having lost sight of Vahlo , Hugo determines Marcus is in most dire need and moves in to cast heal on him assuming not provoke due to cover and grappling CL : 1d20 + 15 ⇒ (14) + 15 = 29 vs aura And will use immediate to cast liberating command on gerdur
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo Fort : 1d20 + 20 ⇒ (11) + 20 = 31 to resist the thunder clap The zelekhut has several immunities so I am not sure if SR or buffs needed or apply. Will roll and let you adjust as needed Zed the inevitable Fort : 1d20 + 10 ⇒ (15) + 10 = 25
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo assesses the situation and determines his optimal course of actions under the circumstances. He flies forward 15' feet (move action,drawing a rod), gaining some altitude from the sloped roof. Marcus, I was unable to save you, but will try as I might to aid you. He calls upon Abadar for some divine healing. channel: 8d6 ⇒ (6, 4, 6, 3, 2, 6, 6, 6) = 39 positive (standard, should reach Geatan and Marcus) and then point his hand with holy symbol and calls a beam of searing light to spring forth towards Vahlo (swift-rod) Abadar heal us and blast this heathen! touch attack,bard: 1d20 + 15 + 5 ⇒ (9) + 15 + 5 = 29 on Vahlo CL check?: 1d20 + 15 ⇒ (19) + 15 = 34 vs SR (if any) Blast of light searing light: 10d6 ⇒ (6, 4, 6, 6, 6, 4, 4, 1, 4, 5) = 46
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Zed the Zelekhut will engage the other outsider or Vahlo , whichever is closer in 10’ reach Chain atk, bard: 1d20 + 17 + 3 ⇒ (14) + 17 + 3 = 34 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (1, 5) + (6) + (6) + 7 = 25
Crit Chain atk, bard: 1d20 + 17 + 3 ⇒ (11) + 17 + 3 = 31 for dmg, bard elec sonic: 2d6 + 1d6 + 1d6 + 7 ⇒ (4, 2) + (4) + (3) + 7 = 20 can Hugo see both enemies and Marcus or below eaves?
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
@GM - sounds right. Thanks for the adjustments. Sorry Marcus.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Zelekhut AOO on Valho's mount (he was within 10' melee range by decree
HALT! Heathen! 10' chains, bard: 1d20 + 17 + 2 + 3 ⇒ (9) + 17 + 2 + 3 = 31 for dmg,elec,sonic: 2d6 + 7 + 5 + 1d6 + 1d6 ⇒ (2, 6) + 7 + 5 + (2) + (3) = 25 Hugo will attempt to have Vahlo recalculate his attack on poor Marcus. MARCUS! Watch out! Invoking a divine interference! -1 on attack of re-roll of sword strike Hugo+Zed will hold action until the two above are resolved.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
As the suspicion of an unseen ally to Vahlo, Hugo summons an ally of Abadar to counter. Creature of Abadar, find the invisible lurker, report back what you find to me and hunt it down! Std action to sacred summon a Zelekhut (with true seeing). Place it within melee distance.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo would have cast death ward if expectations of encounter with Vahlo and rituals ”And so we are here.“
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
”Very well. Proceed. But what is the intended destination? Top or bottom, inside or outside?“
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
I can teleport some of us, but I am not sure if I can get all of the group. Can someone use the scroll? Do we know of any reason we may miss something by teleporting? Hugo asks pensively, not to anyone in particular. He continues to look at the spires. He considers summoning an arbiter to scout, but changes his mind. Ah, yes. Too slow if we teleport.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Retro healing:
CLW : 1d8 + 1 ⇒ (4) + 1 = 5 CLW : 1d8 + 1 ⇒ (7) + 1 = 8 CLW : 1d8 + 1 ⇒ (2) + 1 = 3 CLW : 1d8 + 1 ⇒ (3) + 1 = 4 CLW : 1d8 + 1 ⇒ (8) + 1 = 9 . Hugo waits to see if his allies cower or stand and fight.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo tries to recall special defenses of the creature. ” Right! They are resistant to ______“
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
@GM in the 1 minute before leaving Hugo would have healed up. But since we are in init and I did not get a chance to post the rolls I wanted to check if ok first. His hp from tattoo should still be good for 1 more minute. If several were down, he would have channeled
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo raises an eyebrow at the sudden turn of events. Kn: religion: 1d20 + 11 ⇒ (18) + 11 = 29 ”A Nightwalker Nightshade? By the Keeper of the First Vault, this undead bodes poorly.“ 5' step back and casts Blessings of Fervor (taking +2) By Abadar, bless our efforts against this abomination of unlife!
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
”That should about cover it. “ Hugo takes the scrolls offered if none other want them.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo nods as he scans the stash and addresses the trio with concern. Very well. A deal has been struck. Lacking the time to draw up a formal contract with all the standard terms and conditions, with witnesses and penalty clauses, we will have to abide with a simple gentlemen's agreement. Torch and Vahlo are our targets, so we cannot afford to delay any longer.
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo stands still , head still ringing. Had not yet drawn weapon since he was casting and didn’t see foe yet. ”So are you proposing an alliance or offering us your terms of surrender? An alliance would be more mutually beneficial.“ He auto aids diplomacy unless we are still in rounds in which case he readies to step and cast
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Perception : 1d20 + 28 ⇒ (1) + 28 = 29 nope 136/180 hp , counting tattoo . Assuming deathless armor no help here. Hugo gasps as he is struck from behind..: Fort, tattoo : 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Hugo strides forward into the room, trying to locate the source of the prior sounds ”Any signs of them?“ invis purge fills most of the map. Does the fog block both line of sight and effect?
Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }
Was Hugo able to cast the invis purge before init or was init triggered first? Will mark off depending on result. About Wrath DMPlayers in the campaign Current xp per player 9,415 Next level 15,000(4th) NPC's of note Lord Chancellor Devetion and also his bodyguard Tristan. Recovered from the forest having survived winter with a wolf and the aid of the fey Images and maps so far Exploration map - This new map is slightly different. Yelly starbursts mean the hex has been explored. typical woodlands in greenbelt The cabin This isn't exactly the same size as the one that's haunted, but the image captures the feel i'm after Contracts and wanted posters The Charter
Spoiler:
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne. Wanted! Bandits (Partially completed)
Spoiler:
The Swordlords offer a reward of 400 gold to anyone capable of stopping or significantly slowing bandit activity in the Greenbelt. Evidence of your activities must be noted for reward to be issued Wanted! Tuskgutter
Spoiler:
The damned boar near took me leg. Ifn' ye can kill it, bring the head to Oleg's and next time I'm in I'll see ye gets rewarded. Vekkel Benzen. Kobold Troubles (Completed)
Spoiler:
Captain Trevank of the Outland Militia requests aid from able bodied folk in pacifying the local Kobolds. Any methods necessary to prevent them casuing such troubles on the roads as has been happening of late. Reward offered when kobold activity ceases
The group was forced to destroy the entire kobold clan after the clans Arcunum took over and animated the chief as a zombie. Wanted! Tatzlwyrm Head
Spoiler:
I'd like a nice centre piece above the gate to let folk know this place is safe for trade. If folk see a powerful creatures head like this stufed and mounted here, they're more likely to relax and trade well, knowing we can police and tame our lands. Reward offered for first group to bring me an intact head in good condition for stuffing and mounting. Oleg Bokken's Sprogget(completed)
Spoiler:
The old hermit Bokken wants you to recover a missing sprogget from his potion making device that a group of Fey have stolen from him. This is in payment for him providing you a potion of lesser restoration for Bergan's injuries. Bokken was very thankful when the party recovered his sprogget from the Mites lair. Jhod Kavken's Temple to Erastil (Completed)
Spoiler:
Father Kavken has come to Oleg's to seek aid in returning a ruined temple of Erastil to the worship of his god. The party have agreed to find this in the hopes of securing Kavkens support against the increasingly tyranical Captain Garess.
Having destroyed the corrupted priest at the temple, the group have now allowed Kevken to take some of the new settlers to the temple and establish a settlement thereabouts. Undermine Kesten Garess and his Men (Completed)
Spoiler:
Anya has taken it on herself to destroy Captain Garess's reputation before he gains too big a powerbase in teh stolen lands. So far the group have managed to organsie for a new troup of mercenaries to arrive under their payment to protect Oleg's place. Whether this is enough or not remains to be seen.
Garess eventually succumbed to a madness when he challenged some of the fey in the region. He tried to kill the group when they came back from finding Father Kevken's temple. Return the Godstone for the Sootscale kobolds (Completed)
Spoiler:
The group have negotiated to return the "Godstone" to the chief of the sootscale Kobolds. It was stolen by the blue Fey men, and they need to journey to their lair in the hills in order to retrieve it. Chief Sootscale says they are to give it to him, not their Arcunum, which has prompted some thought as to a possible rift in the clan.
Unfortunately, delays in completing this quest due to Garess and other factors, the Arcunum staged a coup and defeated the chief. The group returned the godstone to the cavern but were forced to slay everything there. Not the ending some were hoping for. Possible Rulership roles Ruler - Charisma helps with certain rolls (essential role) Councilor - Ensures will of citizenry is represented. (Wis or Cha). Loyalty penalty if not filled General - Controls armies (Str or Cha). Stability penalty if not filled. Grand Diplomat - Oversees international reltions (Int or Cha). Penalty to stability if not filled High Priest - Guides kingdoms religious needs and growth (Wis or Cha). Penalty to stability if nto filled. Magister - Guides kingdoms higher learning and magic (Int or Cha). Economy suffers if not filled. Marshal - Organises patrols and enforces justice in rural areas and wilderness. (Dex or Wis). Penalty to economy if not filled. Royal Assassin - Public executions, headsman or shadowy justice. No penalty if not filled. Spy master - Observes kingdoms underworld and criminal element, spies on other kingdoms. (Dex or Int). Penalty to Economy if vacant, also more unrest. Treasurer -Organises tax collection and manages treasury. (Int or Wis). Economy penalty if not filled. Can't collect taxes if not filled. Possible NPC's that may be convinced to fill some roles
Building kingdoms
Spoiler:
Kingdoms are built using an abstract idea known as build points. Build points are spent on such things as claiming land ready for settlement, preparing sites for towns and cities, building infrastructure such as roads, and later on building armies. You are going to start with 15 build points each, to spend on what you feel is needed based on discussion amongst yourselves. After the initial input, you'll earn build points from your foundling kingdom and go from there. By giving each of you build points this way, it will help you shape the kingdom in its initial phases, letting you have a hand in how it operates. While the mechanisms behind kingdom building and running are abstract, I shall be taking rolls you make and weaving them into the story thread to at least make it more story like in its approach. Claiming land
City Building
Once you have the area prepared, it costs build points to construct buildings. I'll provide costs for that soon. Farmlands and roads
Farmlands cost 2 buildpoints in grassland, and 4 buildpoints in hills. Roads cost 1 build point for hill and grassland, 2 for forests, and 4 for swamps and mountains. If a road has to cross a river it doubles its cost.Roads increase merchant trade. The initial city Once the land is cleared and ready to build on, you get to start on your new township. Since it already has a partial for there, it will only cost 27 build points to convert this to a castle suitable for ruling and defense. Types of Buildings Adding buildings to a city is one of the most efficient ways
Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are listed below. The building’s BP cost and any prerequisite buildings that
Academy (52 BP): An institution of higher learning
Alchemist (18 BP; must be adjacent to 1 house): The
Arena (40 BP): A large public structure for competitions,
Barracks (12 BP): A building to house city guards,
Black Market (50 BP; must be adjacent to 2 houses):
Brewery (6 BP): A building for beermaking, winemaking,
Brothel (4 BP; must be adjacent to 1 house): A place to
Caster’s Tower (30 BP): The home and laboratory for a
Castle (54 BP): The home of the city’s leader or the heart
Cathedral (58 BP): The focal point of the city’s religion
City Wall (8 BP): City walls do not occupy a city block—
Dump (4 BP): A centralized place to dispose of refuse.
Exotic Craftsman (10 BP; must be adjacent to 1 house):
Garrison (28 BP): A large building to house armies, train
Granary (12 BP): A place to store grain and food. Loyalty +1,
Graveyard (4 BP): A plot of land to honor and bury the
Guildhall (34 BP; must be adjacent to 1 house): A large
Herbalist (10 BP; must be adjacent to 1 house): The
House (3 BP): A number of mid-sized houses for citizens.
Inn (10 BP; must be adjacent to 1 house): A place for
Jail (14 BP): A fortified structure for housing criminals.
Library (6 BP): A large building containing books, often
Luxury Store (28 BP; must be adjacent to 1 house): A
Magic Shop (68 BP; must be adjacent to 2 houses): A shop
Mansion (10 BP): A single huge manor housing a rich
Market (48 BP; must be adjacent to 2 houses): An open area
Mill (6 BP; must be next to a water border): A building
Monument (6 BP): A monument can be a statue of a city
Noble Villa (24 BP): A sprawling manor with luxurious
Park (4 BP): A plot of land set aside for its natural beauty.
Piers (16 BP; must be adjacent to a water border):
Shop (8 BP; must be adjacent to 1 house): A general store.
Shrine (8 BP): A small shrine or similar holy site. 1 minor
Smith (6 BP): An armor smith, blacksmith, or weapon
Stable (10 BP; must be adjacent to 1 house): A structure
Tannery (6 BP; cannot be adjacent to a house): A structure
Tavern (12 BP; must be adjacent to 1 house): An eatery or
Temple (32 BP): A large place of worship dedicated to a
tenement (1 BP): A staggering number of low-rent,
Theater (24 BP): A venue for providing
Town Hall (22 BP): A public venue for town meetings
Tradesman (10 BP; must be adjacent to 1 house): A
Watchtower (6 BP): A tall structure that serves as a
Waterfront (90 BP; must be adjacent to a water border):
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