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F Elf 2 Cleric
![]() Know Nature, untrained: 1d20 ⇒ 3 Melisaria looks at the chunks of wood and desiccated rats with horror, choosing not to touch them any further than necessary but looking to see the cause of their condition. Heal: 1d20 + 8 ⇒ (18) + 8 = 26 "I wonder if what did this is what was knocking on our door last night? Good thing we had the door barricaded." ![]()
F Elf 2 Cleric
![]() Melisaria has no issues retreating from the undead room to make camp. Meepo's lair seems safest place. If he thinks barricading the door is a good idea, I won't argue. I do think we'll take equal watches (not Meepo) Mel would prefer to go first or last, so she has uninterrupted sleep and meditiation time enough to get new spells for new day. She will not sleep armored, but will keep her scimitar and shield near at hand in case trouble stirs in the night. ![]()
F Elf 2 Cleric
![]() "These items are enchanted but I have not the skill to determine their properties. I suggest we take them as they may prove useful later. If anyone else wants to examine, they are welcome to." No ranks in Spellcraft or Know Arcana yet... IF no one objects, Melisaria, takes the items and puts them in her pack, holding the candle as a light source for now. ![]()
F Elf 2 Cleric
![]() DM Shadoven wrote: The carved stone sarcophagi each resemble a noble elflike humanoid in ceremonial robes. A shrine carved of obsidian is set in the center of the west wall, on which a single candle yet burns. The shrine is covered in carvings of Dragons, and sitting upon it, in addition to the burning candle, are a flask and a whistle carved out of what appears to be colored, transparent glass. After seeing that Meepo seems okay, Melisaria goes back into the sarcogphagus room, and asks Eloria to show her the dweomer on any of the items on the shrine. "I would imagine that candle is magical for it to be burning all this time, not sure about the other items yet." ![]()
F Elf 2 Cleric
![]() Melisaria takes one more feeble attempt at the fleeing rat. AoO: 1d20 + 1 ⇒ (17) + 1 = 18
AFter the creature has been slain, she goes to Yenli. "Thanks for the hand with the healing. I owe you my life." She bows low and smiles. "Let's find out where our little retainer has gone too." ![]()
F Elf 2 Cleric
![]() Melisaria will attempt to stab one of the rats that was attacking her companions, with her scimitar holy weapon of Eloria. Scmitar: 1d20 + 1 ⇒ (17) + 1 = 18
"Take that you filthy vermin! The Mother will not let you have us for a meal this day." she shouts as her revered blade slices into one of the foul creatures. ![]()
F Elf 2 Cleric
![]() Initiative: 1d20 + 1 ⇒ (18) + 1 = 19 Not sure I'll be first, but am so far. Will go ahead and post a turn. Mel is 6/8 HP. Her first action will be to throw another Acid Dart at nearest rat target before it gets into melee, then step back into her place in the killing box or behind one of the fighters. Ranged Touch Attack: 1d20 + 1 ⇒ (7) + 1 = 8 ![]()
F Elf 2 Cleric
![]() Melisaria stares nails at the lizard man, then opens the door allowing the 5 ft space just in front to be open for a rat to climb in. The other should then take positions on all sides of the killing box. "I'll deal with that monster later. Right now, we have work to do." she thinks. BTW, no OOC offense. Melisaria is just impetuous sometimes, and her noble upbringing leads her to think everyone should be a knight-errant. ![]()
F Elf 2 Cleric
![]() Melisaria will move diagonally to the southwest allowing a space for Yenli to rettreat to while putting the fighters on the front. From that spot she'll conjure up an Acid Dart and throw it through the doorway at R4 which is not engaged in melee yet. Acid Dart: 1d20 + 1 ⇒ (15) + 1 = 16
Not sure if you want to give them soft cover or partial for throwing around the hobgoblin and another rat, but I think it hits with a -2 on a touch attack for partial but misses with -4 from soft cover. ![]()
F Elf 2 Cleric
![]() Seeing the skeleton grabbing for the rogue, Melisaria pulls her self up to standing and calls on Eloria to rid the world of this horror. Channel Positive Energy: 1d6 ⇒ 1 Swell...I understand that standing as Move Action would provoke AoO, but Skel2 already used his on Rifiki, making it safe for me thanks! We are now flanking him if necessary for melee. ![]()
F Elf 2 Cleric
![]() Thanks Yenli! That makes me 6/8HP and able to get back in the fray at GM's discretion. The witch's magic envelopes the comatose form of Melisaria and her eyes snap open the raking wound suddenly healed. From the ground she is still threatened by the skeletal warrior and waits to see if her companions disincorporate it before trying to rise. ![]()
F Elf 2 Cleric
![]() I can't see anything that saves me, that's the way the cookie crumbles sometimes. Melisaria calls out a final time to "Eloria" as she goes down to the undead horrors. Normal PRD Death rules or something else? I'll roll the DC 10 CON check to become stable just in case. Not sure if anyone else can heal? Check to become stable: 1d20 - 2 ⇒ (14) - 2 = 12 So GM permitting, she's stable at -2 ![]()
F Elf 2 Cleric
![]() Melisaria lashes out at the fleeing skeleton with her scimitar. AoO vs skel 1: 1d20 + 1 ⇒ (8) + 1 = 9 but misses, the lunge leaving her ribs exposed to the slashing claws of the other skeleton as Zar's blow crashes down. Mel at 4/8 HP after taking that claw The elven cleric reaches out to touch Zar with Touch of Good and takes a 5' step north into the corner to leave more room for the hobgoblin to operate. ![]()
F Elf 2 Cleric
![]() Is this area 31, then? The map is a little hard to make out. Melisaria will call upon the spirit of Eloria to turn these foul monsters. She grabs her holy symbol with her off hand an pointing her scimitar calls out in elvish: "Away from living flesh you unnatural creatures. Run back to your crypts." Using Feat Turn Undead DC 12 Will Save to negate or be panicked (see spoiler for details). Turn Undead Feat: Turn Undead
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy. Prerequisites: Channel positive energy class feature. Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). ![]()
F Elf 2 Cleric
![]() Will Save: 1d20 + 5 ⇒ (17) + 5 = 22
Melisaria cannot help herself and screams in horror at the monstrous undead. "Monstrous enough, but to take elven form is a horror beyond bearing," she thinks. Reaching deep down into her faith, she musters enough courage to continue (I assume) and face the terrible sight that is in front of her. ![]()
F Elf 2 Cleric
![]() Sorry for the delay was on the road yesterday. Melisaria has a burst of insight. "What if the fire isn't the trigger but the outcome? We say or do the action and fire comes out? Now what could the "blood of the righteous and a show of faith" mean?" She ponders if for a moment or two then the light of further understanding dawns. She grasps her holy symbol and calls for the Eloria the Mother to bring her energy forth in prayer...hopeful that this is what the inscription is calling for. Channel positive energy directed at the doorway. ![]()
F Elf 2 Cleric
![]() the link takes me to the campaign tab also. Not sure it's referenced right as when I mouse over it, the campaign tab appears as the path....hmmm. "I would love to trade for the divine scroll, but don't have enough coin or anything of value to barter. Maybe she'll give to us as rewards?", she thinks. When they have a moment out of earshot of the kobolds she counsels with the others. "I think we should take the goblins head-on. Killing them is part of our mandate, and we should take the direct path in case the lost adventurers are in trouble. I trust in Eloria for protection and we have the kobolds to backstop us if we need assistance." "It is still amazing to me that a real live dragon is down here somewhere. Amazing!" ![]()
F Elf 2 Cleric
![]() Melisaria found this all quite interesting. The lost adventurers may be captives of a magical human with powers over the earth. Same man led the goblins. Goblins also had a dragon something not seen for years. "Oh great Yusdrayl, how do we find the egress to lower level? Is it easy to access? If we brought back the dragon pet and smashed the goblins, would you show us?" ![]()
F Elf 2 Cleric
![]() Area 0: edge of canyon with knotted rope and hidden fires
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F Elf 2 Cleric
![]() Melisaria was too busy looking at the makeshift altar and icons to pay much attention to the talk about dragons. "Are you saying there's a live dragon down here? And these kobolds kept it as a pet? In that cage? Surely, they mean a big lizard or something. Dragons don't exist, right?" She turns a skeptical eye on the drow, pocketing one of the statuettes and a the witch doing the same. "Guess I could've predicted that. No honor either." She respectfully allows S'koth to hold the rest. Even if she wasn;t exactly sworn to poverty, she had little need for money so far, and these items clearly belonged to others. "Taking coins from dead corpses might be different, but this feels like outright stealing. The poor owner is standing right there." "Has the little kobold seen any of the heroes who are lost in here? Or any goblins bearing fruit?" ![]()
F Elf 2 Cleric
![]() Perception: 1d20 + 5 ⇒ (16) + 5 = 21 In addition to the fireplace bones, Melisaria is interested in the jade dragon figures. She tries thinking if she's seen anything similar in texts or temples. Know Religion: 1d20 + 6 ⇒ (19) + 6 = 25 She also looks at them with a discerning eye to try to see if they're valuable. Appraise: 1d20 + 1 ⇒ (12) + 1 = 13
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