Darius Finch

Leo Spellworthy's page

303 posts. Alias of Lord Grey.


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HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I just am not able to catch up here. Too busy nowadays it seems. Sorry guys, I think it best if I just back out of this one.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Man, I'm having a hell of a time keeping up with this campaign. Sorry all. Finding the time to keep up to date on this one is becoming increasingly more difficult. Please bot me as needed, and I'll try to catch up sooner or later.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I won't be making it, but meeting up with online RP buddies sounds fun. Dang.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

"Hmm, interesting. I wonder just what we'll find at the end of this path." Leo whispers as they group continues.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo stays with the group.

SpellCraft: 1d20 + 11 ⇒ (12) + 11 = 23

"Radgar's wife, hmmm..." He says, thoughtfully.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo peaks over at Cindy's map, curious. "It might be worth checking out. Rilumin?"

I'm not sure what passage you're talking of, but if you've got a clue about a secret tunnel, let's get some eyes on it.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

"Oh, this place." Leo says from his position somewhere in the middle of the group. "There was a large group of shadows here earlier. Best in on our guards, but of course we already all are." He finishes this sentence with a glance to the muddled Cormick. "You are on your guard, aren't you?"

I'm cool with splitting groups and covering more territory.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11
Quote:
No craft alchemy here. Serelina prefers real magic.

Shots fired.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo's basically content with back-seating it for now, until something catches my eye. No worries about that, GM. I'm fine with taking it easy in this thread for a little bit while others drive.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Serelina, are you still in need of healing? I'm not sure if you added any HP from my last cure-light

Ian:

Just as a reminder, I'm pretty sure you have been the recipient of my imbue spell ability spell, which grants you the ability to cast the following (Cure Moderate Wounds[2d8+7], Entropic Shield, Sanctuary).


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Serelina's bar shows missing HP, and was the only person I could reach on that first movement, so I'm fine with keeping it.

"There aren't enough miracles of restoration to help all of you punch-addled punching-bags." Leo grins beneath his smoked glasses at Hezrog. "But if you tire of him this way, I know some people that could help, for a cost."

Leo hits Ian with another couple charges of his wand healing: 1d8 + 1 ⇒ (5) + 1 = 6 + healing: 1d8 + 1 ⇒ (4) + 1 = 5, and then resumes his place in the middle of the group.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo will go up to Serelina. "Wizard Belefini, not too harmed I hope?" he says, touching her with his curing wand.

healing: 1d8 + 1 ⇒ (7) + 1 = 8

Haha, indeed. Props, Cormick.

For the next round he'll approach Ian and use his wand on him.

Healing: 1d8 + 1 ⇒ (2) + 1 = 3

"Ian, are your senses still with you? Do not make friends with the undead!"


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Delaying.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo full moves toward the left side of the room, staying behind Morvae as he moves.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo walks up to Cormick, now that there is no threat right near him, drawing his wand and hitting him with a charge of it.

Healing for Cormick: 1d8 + 1 ⇒ (4) + 1 = 5

"Feeling okay?" Leo asks, a bit concerned.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo's got your back, Roland. He'll just hide behind you and keep you healed.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo delays his initiative (Waiting for Morvae to get hurt, or the undead to approach Leo)


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I protection touched Ian, so my saves were two lower, and his two higher. I still fail my save, but he just makes his.

religion: 1d20 + 10 ⇒ (2) + 10 = 12

Leo casts seering light at the Speaker, and then quickly moves behind Morvae.

Ranged touch attack: 1d20 + 7 ⇒ (17) + 7 = 24

normal damage: 3d8 ⇒ (8, 8, 8) = 24
Damage if undead: 7d6 ⇒ (2, 2, 1, 5, 1, 5, 3) = 19
Damage if undead thats vulnerable to light such as a vampire: 7d8 ⇒ (6, 5, 5, 1, 6, 7, 1) = 31
Wow. I did 5 more damage if it's a normal dude than if it's undead.

SR if needed: 1d20 + 7 ⇒ (1) + 7 = 8

Moving to J-27


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

"These black monks will be problematic. They can attack us without weapons, using their bodies. They can steal our wits, making us foolish, as well as knocking the sense out of us. I've read that once we are stunned, they can... Steal your breath. I'm not entirely sure what that means, but I DO know that they need the breath of the living to stay functioning. They aren't like other undead that can just shamble around for eternity. Black Monks confirm that people have been down here, either to bring them living to feed off of, or this area has accidental explorers frequently enough to sustain them."

"How did your crew get down here?" Leo asks the Merchants. "Was there an unguarded entrance regular people could get into? Maybe the homeless looking to squat?"

GM: Do they fear/or are harmed by sunlight or fire any more than other undead?

DM:

Oh, before I forget again, I wanted to do a knowledge check on Horus, and his church.
religion: 1d20 + 10 ⇒ (10) + 10 = 20


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

kn religion: 1d20 + 10 ⇒ (20) + 10 = 30

Oooh! Any other clues about abilities and weaknesses with that roll?

"Careful..." Leo warns as people begin to move forward. "These may not be empty..." his voice is low, warning but hushed.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Init: 1d20 + 2 ⇒ (3) + 2 = 5

Leo bestows his protection touch upon Ian again for the next minute(+2 to saves)


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

"A couple of spells I think would be helpful. I usually let my team be the aggressors while I focus more on being otherwise useful. Down here, however, it might be beneficial for me if I take on a more... Direct method against undead." He shrugs and grins a bit self-consciously.

"More spells like the one I cast earlier, though hopefully this time our enemies won't resist its affects."

I'd like a spot in the middle of the pack for when we enter.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo speaks up before everyone leaves the room. "actually, since I've got an idea of what we're facing down here now, I can prepare additional spells to help us. Think we can spare 15 minutes? I'll make myself much more offensively capable against undead."


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo laughs softly, sheepishly. "Sorry, Master Hast. I tend to sing when I'm trying to concentrate. I'll try to keep it from getting too macabre." he shrugs. "It's difficult to keep the good poems from coming to mind, especially considering the atmosphere here, but I'll try."

Moments of searching later, and his voice begins to whisper out once more.
"A is for alphabetize, B for bureaucracy, C is for catalog, D democratically. E is entropy, undoing our deed, but F-it, it's what we do, to help others read." This is done like a child's song to help learn to read, except clearly written for adults.

He thinks about his old friends in the library, and wonders where they are now. Surely, no where quite as dangerous.

"Well, nothing else in this room... That ring is interesting though. It could be useful. Where to next?"


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo is surprisingly unfazed by the blood splattering him as the thing dies. He enters the room with the others, combing through the room using the help of detect magic as well.

"Fiery tales of cinder and haze, caught in the rapture of 10 bloody days, with frightened young Childes and red-running rain, we all must submit to our unending pain." Leo sings softly to himself as he searches around the room, the lyrics from an old poem he read.

percept : 1d20 + 8 ⇒ (20) + 8 = 28

"A creaking old door that leads us to hell, miles of blight pimpled land up ahead, we could tell we were strangers to death by the smell, 10 wicked steps further on 'til we're dead."


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Caster level check: 1d20 + 7 ⇒ (1) + 7 = 8
----

For this turn I'll channel energy.

position energy to hurt undead: 4d6 ⇒ (3, 3, 2, 3) = 11
x1.5 = 16
If a caster level check is needed for this
CL chcek: 1d20 + 7 ⇒ (14) + 7 = 21


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

So does that mean my retcon action, using the Burst of Radiance, happened?


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Oh dang, will my wand not work on the swarm either, then? If that's the case, my whole declaration is pointless. If a retcon is allowed to not waste time on charges Leo would know on something that wouldn't work, he'd instead stand back and nuke.

If retcon is needed and allowed:

Leo casts Burst of Radiance centering the blast to keep it from affecting anything but the swarm, if possible.

It must roll a reflex save (DC 18) or be blinded for 1d4 ⇒ 4 rounds. If it succeeds, it is only dazzled for the same, instead.

Assuming it is evil, damage: 5d4 ⇒ (3, 4, 1, 4, 3) = 15 damage that ISNT reduced at all by a successful save. x1.5 = 22


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16

I should get an attack on the swarm in the last round as well, right? I wanted to move near Ian and ready an attack with my wand at the swarm if it advances, damaging it with positive energy. It posted after me, but probably went before me, in which case I would have just walked up to it and attacked with my wand. Either way I think I get my action in last round.

I'm honestly not sure how this resolves, but I'll assume the worse case and roll everything I think relevant. Use what appropriate, DM
Attack roll for touch against the swarm: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 1 ⇒ (2) + 1 = 3 positive energy

Will Save for half: 17, assuming it's using my wisdom.

For the next round, I'll attack again and five foot step back to give Serelina better blasting distances.

Attack roll for touch against the swarm: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 1 ⇒ (8) + 1 = 9 positive energy
Will save 17 for half.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Init: 1d20 + 1 ⇒ (11) + 1 = 12
Kn Religion: 1d20 + 10 ⇒ (12) + 10 = 22

Leo gives Cormick a nod with his hooded head. "Right you are"

He reaches down to arm himself, but instead of grabbing any kind of weapon (of which he appears to be armed with none), he grabs one of the several wands at his hip, near his scroll cases and brandishes it like a sword while moving up besides the guardsmen in the doorway.

Drawing wand of cure light wounds. Ready action to use it on the mist if it approaches again.

"Get it's attention. Try to keep it off of me." Leo says to Ian.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo's shield goes dark (revealing the tower's symbol painted upon it beneath its former magic glow), as he touches the elite guard's weapon, which glows brilliantly. He then touches the guardsman himself, bestowing his with the Protector's Side. Ian feels magically bolstered.

Ian, I'm putting my protection domain on you with my resistance touch. +2 to all saves for 1 minute

"Nethys protect you." Leo says, and gives the guardsman an encouraging wink.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

kn religion: 1d20 + 10 ⇒ (7) + 10 = 17

Leo looks at the creature with curiosity and some sadness. "We should go. It might be a mad idea to linger around it too long. If we wish to help it, then leaving its presence to finds its remains sounds like the best we can do"

Leo begins gently guiding people onward, away from it.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Nervously, Leo begins to babble a bit. "I wish I knew what room we were looking for. If only we had a map... Hey! I wonder if the library has a map of this place, the building plans? I doubt they'd have any secrets on it, and secret necromancer lairs are probably as off-map as it gets, but an overhead of these catacombs could be helpful..."

He'll assist anyone looking for traps/secrets as they go. perception: 1d20 + 8 ⇒ (3) + 8 = 11


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

"These have been empty for some time." Leo speaks up. "Master Hast, I asked earlier about what we do if we run into these dead, animated and hostile... Do we have any reason to avoid destroying them? Are they honored dead, or maybe part of this seal in some way?"


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Perception to see any footprints in the dust of the empty rooms: 1d20 + 8 ⇒ (10) + 8 = 18


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Works for me


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo stays quiet, and just waits to follow with the group's decision.

DM:
Leo will continue to watch the interactions, just keeping an eye on the merchants for any deceit. He doesn't expect any, but would hate to find out the merchants have been paid off by the thieves, or for some other reason turns out to be enemies. Sense motive +16


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Arcana: 1d20 + 9 ⇒ (9) + 9 = 18
History: 1d20 + 1 ⇒ (7) + 1 = 8


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I'm not sure if simply telling no untruths is all that forces a roll of a bluff check, but DM prerogative.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Kn Religion: 1d20 + 10 ⇒ (14) + 10 = 24
Kn arcana: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge on liches, use whichever relevant.
If high enough...

... Leo looks to Master Hast, and in an awed whisper says. "You mean a lich...?"


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo keeps an eye on Hast from behind his hood and dark glasses, unsure if the master is capable in a fight in addition to wielding magics. Some people just can't keep their wits in a scrap.

Staying near the back and holding a glowing, round shield, he appears friendly if inscrutable. He lets Wizard Bellafini do the talking.

Oh hey, you guys. Turn over a rock and find an adventuring party! Full physical description in my profile if you're interested. Just ignore my eyes, I keep them looking matched out in public.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Before descending...
Sense motive: 1d20 + 16 ⇒ (3) + 16 = 19

"Master Hast, what should we do if we encounter any raised raised dead down there? You know, Like before?"
-----------------
after....
"Well, that's spooky." Leo says sardonically as he peers down the gloom in every direction, pointing his glowing shield (light spell) for the benefit of the human as his eyes pierce the nearby darkness.

He follows the other in his place as they go.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I think I get it, thanks!


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

This last meeting just confused the heck out of me. I've skimmed through it a couple of times now, and I just can't retain the info. Someone care to break down whats happening here?


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

kn religion: 1d20 + 10 ⇒ (19) + 10 = 29
kn local: 1d20 + 1 ⇒ (15) + 1 = 16
sense motive: 1d20 + 16 ⇒ (19) + 16 = 35


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo listens to the exchange, bemused and confused. He falls into place behind his comrades and keeps up.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Have I already questions the corpse from the water? I think so. It takes a week before we can question again. I think all of our current corpses are on cooldown, except for the man from the library. I did cast blood biography, and don't see much room for more info if I use speak with dead on him. Maybe though.

Leo asks if he can buy spare diamond dust while they are here.
Restoration1: 1d4 ⇒ 4
Awesome. Deducting 60gp

As for the B-Team, I'm not sure. We can have them look into the pesh trade for us since none of us are prioritizing it, then assign them where needed as needed. I don't know what form that could be. Running distractions for us. Acting as spies. Protecting witnesses. Probing unknown areas for intel to then report to us if we are needed. I recommend they are capable of being sneaky.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Getting a wand of lesser restoration is currently outside of my price range, but I can pick up a couple uses of diamond dust for use in a pinch as I can cast regular restoration to fully heal ability damage


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo could pray for a bunch of lesser restorations (regular ones need material components) to fill his open spell slots, but It's probably wiser that we burn through money resources rather than spell slot resources. Our days are busy, and It's probably wise to hoard spell-casting. We've got a lot more than a mysterious hole in a library on our plates.

While discussing the likelyhood of falling back, Leo complains/voices an idea. "Destroyer's SIDE we are too busy for this. I'm all for helping look into a threat against our library, but we've got so many other threats out there to deal with that this may have no connection to. I don't suppose we can petition the tower for a... B TEAM, could we? Get another group or two trained up to look into the issues we just don't have time for? Sure, they might not be able to respond as effectively as we can, but we can't respond to every oddity on our own!"

Meta-wise, can we create a team of NPC's at a lower level than US that we can assign to deal with situations we deem beneath our immediate involvement? We can put them on a job while we look into other things, or dig around for us while we take a day off? We're going to spend all our resources chasing non-essential leads otherwise, I fear. If the B team bites off more than they can chew, they can simply scout and then escalate the issue to us. If they're successful, we'll just read their report afterward.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

You got ninjad by rilumin, gm

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