Mage Sniper

Lanarial's page

417 posts. Alias of Rhanloi Ehlyss.


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Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Working hard to get killed =)


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

DC16 Will: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20

The elf can not seem to dodge out of the way anymore, taking another nasty bite from the creature but at least managing to fight off some of the horrifying effects it has on him. He continues swinging his sword at it, though, slower and slower but still with deadly intent.

Attack: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
Damage: 1d8 + 1 - 1 ⇒ (1) + 1 - 1 = 1

Crit confirm: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
Crit Damage: 1d8 + 1 - 1 ⇒ (1) + 1 - 1 = 1


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Will: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6

The last bite is too much for the elf to withstand...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

I'm going out of town on New Year's Day and will be off the grid for a few days...please bot my character as needed Sunday to Thursday!

Happy New Year!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Original Attic Crew:
Lanarial quickly side-steps the creature, but steps awkwardly on some debris and swings his blade in a poorly-timed strike!
Attack: 1d20 + 3 ⇒ (6) + 3 = 9 <huff...>
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic crew:
Will save: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
Growing desperate, the elf swings again at the increasingly horrifying creature!
Attack: 1d20 + 3 ⇒ (5) + 3 = 8 SRSLY?!!?
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Merry Christmas everyone!!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic crew:
DC16 Will: 1d20 + 6 ⇒ (20) + 6 = 26
Lanarial sees the creature coming and draws his longsword, choosing to time an attack rather than try to fend off the small biting skulls...
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Sorry - I keep forgetting that I can't talk!!!

Silent one:
Lanarial tries to yell at Alledeuces, but can not find his voice! He grabs a vial of alchemist's fire instead and, once the creature is clear of the Halfling, he will toss it!
Ranged touch attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 5
Miss?: 1d8 ⇒ 6


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

"We need some help up here!!!" Lanarial yells down the stairs. He drops the boy and draws the wand of magic missile , firing a bolt of magical energy at the creature to draw it away from the Halfling.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic crew:
Lanarial scoops up the child and looks for an alternate route out of the attic. When he sees the staircase down, he decides to take the easier route down, hoping he could make it past the wraith. "Alledueces - I've got the kid and am heading down the stairs! Escape however you can," he shouts over his shoulder.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic Crew:
Lanarial tries to tell Alledueces something, but finds his voice has gone silent. Instead, he just nods and moves towards the figure of the boy while the attic whisperer is distracted...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic crew:
DC16 Will: 1d20 + 6 ⇒ (6) + 6 = 12 +2 vs. enchantment
Lanarial decides he may have a better chance to hurt the creature with his sword, and swings at it after it bites him...
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic Crew:
Lanarial draws the wand of burning hands, aims the cone of fire away from Alledueces but at the creature, and speaks the command!
Burn baby!: 1d4 ⇒ 1 (DC16 Reflex for half damage...although it won't matter with that roll!!!)


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic crew:
spellcraft to identify dagger: 1d20 + 11 ⇒ (6) + 11 = 17
spellcraft to identify ring: 1d20 + 11 ⇒ (7) + 11 = 18
Lanarial tells the Halfling about the potions, keeping one potion of spider climbing and giving the other two to his partner. He then examines the dagger and ring to determine their properties. Finally, he will be ready to enter the next room, longsword in one hand and the wand of burning hands tucked into his belt and ready to grab.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attic crew:
Lanarial shares the loot with Alledueces, and concentrates on the potions to identify their properties.
spellcraft to identify inky black potion: 1d20 + 11 ⇒ (19) + 11 = 30
spellcraft to identify transparent potion: 1d20 + 11 ⇒ (15) + 11 = 26
When they are ready, he will look into the room to the south. If he sees nothing, or can't see at all, he will summon his dancing lights again and send them into the room.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial will check the contents of the satchel and any other items...perhaps these will help to explain the haunts! Or contain something useful...either way!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

I'm headed out of town for the weekend and will not have any internet access...please bot Lanarial as needed as he and Alledeuces take the top-down approach!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Oohhh...oww!! Think I'd rather face a burning wraith...

Prayers for a quick recovery!!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Alledueces + GM:
"Yes, let's go in and see what we find. I see a skeleton over there we should check, but be ready in case it animates..." the elf whispers back. He removes his rope and affixes it toa solid timber or chimney, then lowers himself into the attack. once the Halfling is down and ready, he will approach the skeletal remains with his sword drawn and the wand of burning hands at the ready in his belt...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial's elven eyes allow him to see things in darker conditions than humans and halflings, so he looks around to see if he catches anything Alledueces misses. If that fails, he will follow the halfling's lead.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

The elven sailor hangs his head for a moment, then follows Alledueces up the rope. His years at sea on a ship make this particular climb routine for him...this was easier than climbing the mast and it's not even moving!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

The elf nods wearily, concurring with Dargorath. "We've been running on full sails with the lightest of winds, and we should rest before we end up in irons. To the inn - and we can check in on Vasaro."


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial Just watches the group decide what to do next. His eyes are beginning to glaze and he leans against the building, trying to save his quickly waning strength...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial has neither magic missile nor ray of frost in his spellbook. Remember, he was a sailor, so his spells are generally of the kind that would be useful on a ship.

Look, we are ill-prepared to face a burning wraith. Stop meta-gaming and let's ROLE-play...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

I think Lanarial has all the wands now except the CLW...but standing still for six rounds doing 1d4 damage a shot ain't gonna take down a wraith...This may be one of those times when you run away and go back to the main quest - stopping the virus. My two coppers...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial shows his agreement with his quick steps back down the staircase...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial will move quickly up the stairs and fire off an arrow (if he can get into position...), wondering how effective his ranged weapon will be against a burning creature...

Ranged attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 ⇒ 1

I guess not much!! =)


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial will pass Dargorath's bow to someone else, maybe Nhilune. He preferred using his mother's darkwood shortbow...it just felt right in his grip. He also keeps the dancing lights around the party, providing light for everyone to see.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial heads to the stairs, casting dancing lights and sending them upwards to get a view of what may await them...it also was meant to impress the young ones and give them confidence in the group's abilities to rescue their friend.

"Well, here we go again. After you..."


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

As a player, I'm with Elliana. I'm a long-time gamer, too, and my AD&D roots tell me you've got to know when to hold 'em, know when to fold 'em, know when to walk away, and know when to run.

I'm playing my character, not me. My character, as a sailor (ok - me too since I was a sailor), knows the importance of managing all resources, and sleep is a resource. An unrested, injured party leads to increased risk. Having spellcasters with no spells is a more dangerous thing. If Lanarial wasn't an elf trained (and equipped!) with a sword, we would be in a world of hurt right now.

Of course, this is besides the point now that those pesky kids showed up...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial follows cautiously, not hiding the sword or the wand from the children. If they are not what they seem, he wants to be ready to attack at a moment's notice. If they really are local children, then they need to learn a valuable lesson about being out late at night alone in a city...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

"So much for resting up...quickly before it strikes again!" the elf says as he moves to the next door. He looks around the room to see if perhaps he can determine what the spirit might be tied to...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

"I smell it - and it's getting stronger. Heads' up, everyone..." Lanarial checks the location of the wands, deciding to pull out the wand of magic missiles they found. He holds it in his left hand and the longsword in his right hand, ready for whatever they come upon next.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Missed that one - thanks!!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial says, "Maybe we can rest here for the rest of the night. Heal up a little. Restore our arcane abilities. I'll take the last watch - I can study my spell book then." He will look about the room to see if it is, indeed, a secure place.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial's hp count is correct, but thought he'd wait as it's only 1/2. However, if you're topping us off after each combat, he'll gladly take a hit =)

Thanks!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Anyone want/need any of the magic items? If not, then Lanarial will fasten the cloak of resistance +1 about his shoulders and keep the potion of cure moderate wounds close at hand...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

I will be out of town and likely away from internet this weekend. Please bot Lanarial if needed!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial looks to Nhilune, then offers to carry the spell book for them. It bears further study later!

"Who is the worst wounded of us? Drink this potion - it will cure your wounds!" he says to the group. He then describes the properties of the items to the others, offering them up for anyone else to use if they desire. If no one takes them, he will tuck the bone ring, scroll, and wand of alarm into his backpack.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Spellcraft to identify the unmarked vial's magic properties: 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft to identify the scroll's magic properties: 1d20 + 11 ⇒ (4) + 11 = 15
Spellcraft to identify magic cloak's properties: 1d20 + 11 ⇒ (19) + 11 = 30
Spellcraft to identify the bone ring's magic properties: 1d20 + 11 ⇒ (1) + 11 = 12
Spellcraft to identify the wand's magic properties: 1d20 + 11 ⇒ (15) + 11 = 26

Lanarial closely studies each item, attempting to determine the nature and properties of each. He also checks the mundane items to replenish or supplement his own gear... He looks over the map but is not familiar enough with the town to make much sense of the markings.


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Lanarial utters a string of expletives worthy of his sailor's profession, wiping some fo the blood from his wounds and looking about the room for anything of use or interest...
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Will save the guidance for the next room...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

(AC 15/11/14)

Lanarial can feel the tide turning on this doomed undead creature. He continues his attack in a flanking position.

Attack + flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

The elf continues his sword-work, fully engaged in melee now!
Attack + flank: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

However, the undead skeleton has less surface area for him to actually engage...


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

(AC 15/11/14)

Lanarial parries and thrusts and swings in combinations he learned ages ago but continues to practice for occasions just like these...
Attack + flank: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

Attack + flank: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

The sailor steps up to flank the skeleton, swinging hard at the undead abomination!


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

If the hound is still moving, he attacks it. If not, Lanarial moves to attack the skeletal mage.

Lanarial settles into the training forms he learned in his youth, striking and parrying with strength and dexterity.
Attack + courage: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage + courage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Crit confirm: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

(AC 15/11/14)

Lanarial follows Amigail's lead and takes a step into a flanking position on the undead creature. He swings at it again,
Attack + courage + flank: 1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


Elf Wizard 2 | HP: 6/16 (18)| AC: 11 (11 Tch, 10 Ff) | CMD: 13 | F: +4, R: +2, W: +6; +2 vs. enchantments; Immune sleep | Init: +1 | Perc: +4 | 0/7 - telekinetic fist (1d4+1 bludgeoning) | Active conditions: -1 CON; sickened; fatigued; voiceless

(AC now 15/11/14)

Lanarial also follows Amigail into the room and past the snapping mouths of the undead dogs. Once he gets to point inside the room, he strikes at the same hound as Ami with his longsword.

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

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