Jesse Heinig's page

Organized Play Member. 1,464 posts (33,864 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 93 aliases.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fetch spell: light: 1d100 ⇒ 575 = 75
Fetch spell time: 1d6 + 1 ⇒ (4) + 1 = 5 rounds

Taking a few moments, Fadilah conferences with her gen, then casts a light spell upon her staff of the sea to illuminate the area.

Scarab Sages

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Female Human Cleric (Merciful Healer) 7 | HP 52/52| AC 17 T 11 FF 16 | Fort +7 Ref +4 Will +9 | Initiative +1 | Perception +4 | Channel 6/7 | Healer's Hands 4/6 | Rebuke Death 6/6

Kemat moves to assist Darya in her fighting. From behind she somehow manages to attend to the paladin's wounds in a way that reinvigorates her with a moment's touch.

Heal, specialized healer's satchel: 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26

Using Healer's Hands feat causes this application of Treat Deadly Wounds to take only a full round action. Incredible Healer feat causes it to heal damage equal to the Heal check, so Darya is healed 26 hit points.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

"The world is vast and we are young and our travels are far from over. A flying carpet is not outside the realm of possibility," says Fadilah.

She folds her arms and says sternly to Zairiah, "But destined for failure? Hah! Fate has greater plans in store. Why, when someone says something terrible like that about one of my friends, I am usually quite cross with them. Sometimes I write an angry poem, or I am even tempted to curse them with a spell. So don't say such terrible things about my dear friend!"

She leans forward and raises one hand to her cheek and says sotto voce, "That friend being you."


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Celebeth says, "Right? We could even make a fire trap! Set it off with a fire arrow!"


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

It really is going to come down to how the DM feels about wishes and what you can get out of them!


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Female Aasimar Cleric of Reymenda 8 | 62/62 HP | AC 15 T 11 FF 14 | Fort +9 Ref +4 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Holy Lance 0/1 | Rebuke Death 8/8 | Touch of Good 8/8

I am amused by the date and weather being posted in each round, as if it might change from round to round. Which it absolutely could in a fantasy game, and that would be... concerning


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

"Thanks Kayleigh," whispers Vedika. "You're a sweetie."


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

"Ahhhh I'm just tryin' to be a goofball!" says Vedika as her joke falls flat.

"Let's get some sleep in actual beds in a place that isn't going to erupt into a riot at a moment's notice."


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

Vedika explains, "Er, 'the Trots' is a nickname for the runs. The uncontrollable poops. The explosion after you eat something that you shouldn't have."


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

"Are you suuure you want to eat the stew from a place called 'the Trots'?"


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fadilah takes a moment to think about this, though she is clearly happy to be right in the middle of her wheelhouse.

"Genies can call upon mystical and elemental forces that are greater than they themselves are," she says, "but there are often... terms and conditions. The participation of mortals like ourselves creates a sort of... mystical resonance that enables them to draw forth greater powers through the combination of our delicate desires and dreams in conjunction with the genie's abilities. In a sense, genies rarely want for anything in the way that mortals do; genies are robust, magically powerful, able to sustain themselves trivially, so they instead engage in games—like this one!—and feuds and romances. It is the desire fostered by fragile mortals like ourselves that fuels the ability to turn their power into more than a simple glamour and to bend the cosmos to that will."

"Basically, mortal desire can be so strong that it acts as a key that unlocks the ability of the genie to call upon greater powers that they would never need or bother with for themselves."

Fadilah twirls her finger in the air as she speaks, like an excited academic.

"Efreet are crafty and can be dangerous, but they are also people of their word. But you must always be careful that your reach does not exceed your grasp! The magic of wishes is bountiful to those of virtue, who use their wishes for good ends, for simple needs, for humble requests. To those who are greedy and grasping and power-hungry, wishes become a vehicle for lessons, an instant retort from the cosmos, reminding mere mortals to be humble in their station."

"A wish for great wealth or immortality would be possible, but might come with many problems. For instance, the wealth that appears to you might be whisked away from a powerful merchant-prince, who comes looking for his coffers of gold and jewels. Or immortality might not come with eternal youth and vigor, leaving you an empty shriveled husk after many centuries, hoping for a death that will never come."

"The more that mere mortals try to outwit and trick the universe through our machinations, the more that we discover that we are, after all, limited beings, and our desires are more likely to bring us ruin than satisfaction. Many stories tell of wishers who thought that they had an ironclad contract to cheat 'the system', as it were, only to discover that they had naturally overlooked one thing and found themselves trapped in chains of their own making."

"My advice is... if you choose to seek a wish, and you succeed... remember to be humble. Do not ask for a banquet, when a meal will do."

Wishes are really strongly contingent on the DM, too. Some DMs feel that wishes should always be distorted and used to make players regret the wish. Other DMs (like me) believe that if you go through the work of earning a real wish, you should be able to get something good from it, as long as you don't try to cheat the game or bend it into a way that makes it un-fun for everyone to play. Typically, efreeti are lawful evil, so they will do what whey say to the letter of the request, but they may twist the spirit of it. SO, be careful... but it's not every day you have a chance to earn a wish from a game of boasts and stories!


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

My hope was to have Meridian make some acid or alchemist's fire while journeying, but unfortunately the PF crafting system makes that largely impossible. The easier of the two, acid, has a DC 15 Craft check. Meridian has a +11 in that check (thanks for witch's Cauldron ability) so she can hit a 21 by taking 10. This means that her weekly progress brewing acid is (roll times DC, 21 × 15) 315 silver pieces of progress on an item with a value of 100 silver pieces; this means she can make a vial of acid in ⅓ of a week. So, if it takes us three days to reach the trolls, Meridian is able to make one vial of acid.

Worse still, doing this while traveling means she is spending 4 hours working after 8 hours of travel and gets only 2 hours of credit for the work (presumably the other 2 hours is eaten up in the set-up and tear-down of the lab while on the move), so she actually makes stuff at one-quarter that rate while we are traveling, meaning it takes her 4/3 of a week to make one vial of acid—about 10 days.

Soooo not real useful. We should probably just buy a bunch of acid at 10 gp/flask if we can.


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Female Human Wizard (Poleiheira Adherent) 10 | HP 72/72 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +11 | Arcane Bond 1/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 20 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—0/1 | Water Blast 5/5 |

"Ship is probably best safety until we can magic up some cures for these problems," agrees Cass.

She makes an arcane gesture and conjures a supernatural mount, a light horse.

"This horse should make traveling a little easier." She helps her sightless companion up to ride.


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

Vedika glances at her colleagues and says, "I think every woman in this room has had to do a walk home through an unsafe neighborhood. We may be vagabonds, scoundrels, and seditionists, but we're not monsters."


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

You can get 20 incendiary arrows for 10 gp. They do +1 fire damage, with a -1 penalty to hit. I recommend bringing tindertwigs to light them if you're gonna use 'em!

Krezzik angrily turns and heads off to aid the other lizardfolk survivors in adjusting to life in the nascent town. Living among humans, especially while in dire straits like this, will be taxing to everyone involved, but at least Krezzik speaks the local language and has a rudimentary understanding of human customs.

Meridian says, "Sounds like I need to pack my cauldron and come along on this one. I'll start gathering up the supplies that I need to make as much alchemical fire as possible while we travel."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Genie Lore (<= 16): 1d20 ⇒ 8

Fadilah says, "Oh great Achmed Al-Zul the Magnificent, we are simply travelers attempting to cross the desert. Alas, some of our number have been sickened by the needles of some of the cacti, and we are ministering to their wounds before we travel onward."


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Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

Ok team, so, after we disperse the mob, presumably we just leave the region? Because nobody wants us here, not orcs, not humans, not talking wolves. There is nothing for us to do here, everyone is hostile to us, and there's no reason for us to stay.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

I think the plan is to stay put until the team is all recuperated. Fadilah can always recast Leomund's tiny hut as needed; if we aren't constantly traveling, she can take the time to keep sending her gen out until it succeeds in coming back with a copy.


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Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 1 | 21/24 HP | AC 15 T 13 FF 12 | Fort +3 Ref +6 Will +2 | Initiative +3 | Perception +9 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Aiko says, "I honestly wasn't sure that was going to work."

Glad the dice turned for me when they did or that would've just been embarrassingly bad!

She winces as she flexes her legs. "Hard on the knees and the back, though."

"I don't think that our foe was so fortunate."

She takes a few moments to catch her breath and re-center herself, leaning on the pole of her bloody naginata, then matter-of-factly pulls out a dark rag and starts wiping down the blade.

"Thanks for the quick assist, Adrian. And you're right, Byron. Eventually we'll have to face that monster down in the depths again, and it was flying, so we all need some kind of ranged weapons."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

"Very well. Mahara, please treat Frackit first. We'll rest here and see if the poison loses its efficacy overnight. If not, we'll stay encamped and do our best to lie low while we wait to treat the others."


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Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 1 | 21/24 HP | AC 15 T 13 FF 12 | Fort +3 Ref +6 Will +2 | Initiative +3 | Perception +9 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Acrobatics, increased base speed: 1d20 + 12 + 12 ⇒ (3) + 12 + 12 = 27

Aiko crouches, then makes a leap off the edge of the tower, swinging her reach weapon up at Zaiobe.

Since I have ki still in my pool, I treat my jump as a running jump, so that gets me 27' of range. The naginata is a reach weapon. Spend one ki point to increase base speed by 20' as a swift action, which gives a +8 to Acrobatics this round. Already have an innate +10' to base speed from archetype, which is another +4.

Naginata attack: 1d20 + 5 ⇒ (20) + 5 = 25
Naginata critical confirm: 1d20 + 5 ⇒ (2) + 5 = 7
Naginata damage: 1d8 + 1 ⇒ (5) + 1 = 6

Then she falls... and falls...

Acrobatics: 1d20 + 12 ⇒ (16) + 12 = 28

... tumbles and rolls as she hits the ground far below.

Ignore the first 10' of falling damage, so the DM needs to decide how much damage she takes from this fall off the tower.


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

"Historians will record that they were roommates."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

"Sadly, yes, if I leave the area, the spell collapses," says Fadilah as she picks up the magic water canteen and stoppers it. She finds a flat spot of ground and says, "Over here." She scratches a mark in the ground with her staff, then says, "I'll help you move them all over here before casting."

Once the paralyzed team members are safely moved to a flat space she casts the tiny hut, which creates a momentary flicker as it generates an otherwise invisible dome that moderates the temperature inside. She then bustles about helping to set up pillows and blankets to make the paralyzed folks comfortable while they are unable to move.


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Female Aasimar Cleric of Reymenda 8 | 62/62 HP | AC 15 T 11 FF 14 | Fort +9 Ref +4 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Holy Lance 0/1 | Rebuke Death 8/8 | Touch of Good 8/8

Freedom of movement makes escaping grapples automatic—or rather, grapple checks against you automatically fail.


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

Ok, for now I will take rogue 3, with the possibility that if the story bends in that direction I might retrain completely to vigilante and become Batman. Woman. Blackjack. Whatever.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Still playin' defense. Go team! You got this!


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Male Human (Onderonian) Noble 5 | 41/41 HP | Fort 17 Ref 19 Will 20 | Damage Threshold 17 | Initiative +9 | Perception +9 | Force Power Suite: Cloak, Mind Trick, Rebuke

Look, if nobody says anything, at some point you either need to:

* Decide how many players constitutes a consensus and push on
* Check on the players and see if they need to be replaced
* Decide to shut down the game

It's really, really common for groups to forge ahead if there is at least a raw majority consensus. If at least half the team says "Ok we are doing this," then move on if nobody pipes up with "WE ABSOLUTELY MUST NOT DO THAT BECAUSE REASONS."

Right now this is just wheel-spinning for wheel-spinning's sake.


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Current map: Mushfens River

I spoke with DC recently and I'll be moving things along shortly, probably this weekend. Hang on folks!


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

"Yeah, yeah, we made it through, there were some cuts and scrapes but we're all alive. Just a lot of folks wiped out by the trap."

"... uhh, by 'wiped out' I mean 'tired'."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Having failed to fetch a spell to change the weather and resorted to using her staff, Fadilah can now focus on helping the team.

Fetch spell: Leomund's tiny hut (<= 55%): 1d100 ⇒ 22
Fetch spell time: 1d6 + 3 ⇒ (3) + 3 = 6 rounds

After a brief conversation with her gen, she says, "I can raise a dome that will protect against the extreme heat, but we can only fit a small number of people or camels in it. I have to remain inside or the magic of the dome will collapse. Can we find a defensible spot? Once I raise the dome, it cannot be moved, so we would have to make sure it's in a place that we don't need to worry about being attacked by something."


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Female Human Wizard (Poleiheira Adherent) 10 | HP 72/72 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +11 | Arcane Bond 1/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 20 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—0/1 | Water Blast 5/5 |

"Once the wall of force drops, I can toss a resilient sphere on the cyclops, so that should buy us a little more time," says Cass.

The average cyclops is 9' tall, and I can get a resilient sphere that's 10' in diameter, so it would juuust barely fit into the Poké-egg.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

That's the entire cactus plant. It's a spreading plant that tends to grow tall and thick. Both the fruits (taxonomically, berries, in case anyone wants to cast goodberry) and the fronds are edible, but you have to remove the cactus spines, of course. If you roast them over a fire the spines come out very easily, you just have to make sure that you get them all so that you don't stab your mouth—a perfect job for an unseen servant spell.


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Female Aasimar Cleric of Reymenda 8 | 62/62 HP | AC 15 T 11 FF 14 | Fort +9 Ref +4 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Holy Lance 0/1 | Rebuke Death 8/8 | Touch of Good 8/8

Level 8: Cleric 8

+1 Wisdom

+7 hit points
+1 BAB, Fort, Will saves

+1 4th-level spell per day

+1 each of: Diplomacy, Heal, Knowledge (religion), Spellcraft; Knowledge (history), Linguistics

New language learned: Orc

~~~~~~~~~~

I'm in the middle of job hunting, so things are very stressful.


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Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 1 | 21/24 HP | AC 15 T 13 FF 12 | Fort +3 Ref +6 Will +2 | Initiative +3 | Perception +9 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

This sounds a little like arguing that creatures get SR agaisnt the magic weapon spell because they can resist the magic that makes the weapon magical.


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Celebeth flings a magic missile at the skeletal leader, figuring it won't stop him but it might help Rhiannon to wear him down.

Magic missile damage: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10


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Female Human Wizard (Poleiheira Adherent) 10 | HP 72/72 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +11 | Arcane Bond 1/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 20 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—0/1 | Water Blast 5/5 |
Ashlei 'Burnout' Mamoud wrote:

Ashlei grabs Esmerelda’s hand again.

”What’s the point of smacking ass, if you can’t watch the bounce?

My post got eaten!

"Hearing the squeal of surprise?"


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Female Human Wizard (Poleiheira Adherent) 10 | HP 72/72 | AC 12 (16 mage armor) T 12 FF 10 | Fort +6 Ref +6 Will +9 | Initiative +2 | Perception +11 | Arcane Bond 1/1 | Flickering Step 3/3 | Inspiration 5/5 | Mount 20 hrs. | Pearls of Power: 1st—0/1 2nd—1/1 3rd—0/1 | Water Blast 5/5 |

Cass scooches up closer to the team and bisects the room with a wall of force so that the group can burn down one (red) while the other is isolated.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

"That will give us time to make some plans of our own!" says Fadilah.

"My friends, what can we do in preparation? We suspect the Brotherhood has retreated to a fortified location with the Sheikh's son. I will try to fetch some spells to give us more information about the place, but there are no guarantees."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

"With all of those allies, making a move against the Brotherhood puts his son in grave danger. He cannot attack their fortress directly without risking that they might injure or kill his son. We have to find a way in to save him," says Fadilah.

After her gen returns, she sends it back out for a detect magic spell to examine the items wrested from the enemies.

Fetch spell: detect magic (<= 75): 1d100 ⇒ 22

Once she has had a look over, she sends the gen out for one other spell.

Fetch spell: cantrip (<= 75): 1d100 ⇒ 45

She heads over to Frackit and says, "Hold still a moment." She makes a clipping gesture with her hands and then pantomimes as if pulling on a rope or... a beard?

Casting hairy cantrip on Frackit, which causes his moustache to regrow.


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Female Aasimar Cleric of Reymenda 8 | 62/62 HP | AC 15 T 11 FF 14 | Fort +9 Ref +4 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Holy Lance 0/1 | Rebuke Death 8/8 | Touch of Good 8/8

Sorry folks, been sick.

I'll get ahead a little in case I continue to be sick longer. It's been a rough few days. Apologies for posting out of order.

Isabella tries to invigorate the group further with a prayer spell to help in making the final push against the tentacle monster.


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Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

"Yeah. That."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Remember that a backstab gives you a +4 bonus on the attack roll. Though even that probably can't save a roll of 3.

Fadilah says, "If it be within your power, could you remove this barrier please?" and indicates the invisible barrier to the tent.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fadilah calls for Diliram, hoping that the genie will hear her.


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Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

Starting to feel like we have a theme mage on our hands.

Bigby has hands
Otiluke has spheres
Niadroub has... pits


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

"Wow. Glad Corft sent you to help us," says Vedika, though she keeps her sap in hand.

"This is um... getting kind of creepy. Not 'using children as a crime ring' creepy, but more 'deranged alchemist with eerie plans mixing up oddball parts to make a formula with no good end' creepy."

"What is all this stuff? This necromancer's working on something, but what? Whatever it is, looks like it went really sideways."


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Male Human Paladin (Mind Sword) 10 | 24/94 HP | AC 25 T 12 FF 25 | Fort +13 Ref +7 Will +12 | Initiative +0 | Perception +5, Sense Motive +14 | Mind Arsenal 7/7 | Smite Evil 4/4 | Summon Mount 2/2 | Recruits

The thing that would've really turned the barbarian fight is a calm emotions spell.


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Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 1 | 21/24 HP | AC 15 T 13 FF 12 | Fort +3 Ref +6 Will +2 | Initiative +3 | Perception +9 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Aiko raises her eyebrows skeptically and says, "You really think a lone living child is in the middle of this monster murder house in the middle of nowhere? Kelda was captured, her crewmates were killed, this whole place was sacked decades ago and nobody has been here since, and a child just... wandered here from the middle of the wilderness and is up in an attic sobbing where any of these creatures can hear it?"

"I will put down money it's undead."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fadilah examines the pieces of the bow and says, "They seem quite separate, I am eager to see how this resolves."


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fadilah leans over to Sheikh Ibn Taaib and whispers, "I could, but why would I?"

Immediately after the bow snaps, Fadilah cries out, "Ah! A fine illusion! You already showed us one, and now to break a magical bow simply over one's knee? Quite a trick, surely there is some misdirection here!"


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Female Vishkanya Unchained Rogue 3/Sorcerer 2 | 31/31 HP | AC 17 T 13 FF 14 | Fort +2 Ref +7 Will +5 | Initiative +3 | Perception +10 {+1 vs. traps} (trap spotter) | Serpent's Fangs 6/6 rounds | Toxic 2/2 | Sorcerer Spells: 1st—5/5

Vedika casts a few prestidigitation spells to remove the worst of the filth from Kayleigh. She seems uninterested in going through the sludge of the otyugh droppings to look for other trinkets, though.

"I should probably get a collapsible pole for poking around in these kinds of cesspits at some point," she muses.

Moving on past the stirges and into the chamber of skulls, she pauses and says, "I have some half-formed memory about 'don't put your hand into the yawning black mouth' but I can't recall what it's from."

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