Telandia Edasseril

Melisaria's page

79 posts. Alias of DM DoctorEvil.


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F Elf 2 Cleric

I am about at my wit's end with this start/stop game. No real DM post since 8/15 makes me wonder if this thread has died and we just forgot to notice.


F Elf 2 Cleric

Melisaria explains the medical findings to the rest of the assembled group.

"What could suck all this blood and leaves wood blocks behind? Odd"?


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 also packs her gear and re-arms and armors for the day's continued exploration.

Level 0 spells prepped - Guidance, Light, Resistance, and Detect Magic. Level 1 spells prepped - Bless, Shield of Faith, Mighty Fist of Faith.


F Elf 2 Cleric

Melisaria only works harder to try to wake up S'koth. She has no intention of opening the door when she's the only one around.


F Elf 2 Cleric

Melisaria tries to place the sound, listening closely but she cannot make out what could be causing the noise.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

She goes to Skoth (he has next watch anyway) in full armor and tries to quietly rouse him to listen to the sound.


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

Perception: 1d20 + 5 - 10 ⇒ (11) + 5 - 10 = 6

I rolled it but thought it would be obvious that we would take shifts watchiing if in a hostile environment.


F Elf 2 Cleric

Rolling for HP, will take Favored Class in Skill point as clerics get few to start with.

HP: 1d8 ⇒ 7

Since we are resting, added new spells. No real new abilities at 2nd level for me.


F Elf 2 Cleric

I guess ready to move on


F Elf 2 Cleric

"I must admit, I never expected to see either DRagons or Undead, those are both nursemaid tales, but here we have found both in the same place.."

Melisaria will take the liquid and the whistle into her belt pouch. She nods and is ready to move on whereever Meepo the Brave leads them.


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
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

"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

Throwing Acid Dart above will be Mel's surprise round action.

1st round action: Cast guidance on Zar, move behind him as the rats turn this way.


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 looks to the others and waits for them to ready themselves and once prepared, will throw the door open again. Waiting for the frontliners to take the lead through.


F Elf 2 Cleric

"We cannot let poor Meepo become rat food!" Melisaria shouts. "He followed and helped us, we owe him protetction. Open that door and let's be about saving the poor sot. They are only rats after all. Show some nobility!"

Melisaria scolds the others and moves to get the door back open.


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
Dmg: 1d6 ⇒ 3

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

Oops, yep, just had to scroll down to see it. My action to turn will stand when my count comes up.


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
Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

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

Melisaria's excitement over the items outweighs her good sense. She steps past the warriors and into the room approaching the obsidian altar.

She looks apprasingly at the items and casts Detect Magic over them.


F Elf 2 Cleric

"Burial crypts in a place like this are likely a danger. Approach them with caution, but I do want to see what is on that altar."

Melisaria will wait for the more robust fighter types to enter but will come soon thereafter.


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

Melisaria INT check: 1d20 + 1 ⇒ (16) + 1 = 17

Hopefully that's good for something...


F Elf 2 Cleric

I am in Central time zone, but committing face to face time can be problematic. With enough notice I might be able to pull that off. I have done maps etc on Roll20 and tinkered with it a bit, but never gamed it.


F Elf 2 Cleric

Posting pace seems a little slow, but I'm hanging in there.


F Elf 2 Cleric

Oh, ninja'ed

Melisaria agrees to light a torch if it will help the group, although she's not at all clear why.


F Elf 2 Cleric

"Could the blood of the righteous actually mean it requires blood?" Melisaria asks. "Blood sacrifice seems in keeping with this place."

She advances to the fountain to see if there's any more detail to be seen.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


F Elf 2 Cleric

"It's a beautiful fountain. This place must have honored dragons...How old is it? Any idea what that writing says?"


F Elf 2 Cleric

Melisaria just rolls her eyes and follows along behind the strange cast of characters which is only growing stranger.


F Elf 2 Cleric

I guess I am confused. Is the path through Meepo's lair the direct or circuitous route? Maybe that was in a Draconic Spoiler? I still vote for good honest heads up approach, but will follow the lead.


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

Mel will again shower the lizardman with Eloria's blessing asking her to guide his words.

Another Guidance makes that a 20.


F Elf 2 Cleric

Mel has been playing along with the bluff from the beginning. Bowing and scraping and acting deferential to S'Koth.

Aid Another, Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9

Yikes, sorry. Her normal derision for the monsters in her midst must show through her guise.


F Elf 2 Cleric

Melisaria mutters a quick prayer to Eloria asking her blessing on the S'koth as he tries to keep them all safe by keeping up the facade. He gently brushes him to pass the spell.

Cast Guidance which gives +1 to skill check, attack, or save in the next minute.


F Elf 2 Cleric

Area 0: edge of canyon with knotted rope and hidden fires
Area 1: Ledge (dire rats attacked)
Area 2: Stairs
Area 3: Courtyard (pit trap by door)
Area 4: Tower (dead goblins with runes)
Area ?: Locked water supply (didn't get an area number)
Area 15: Meepo's Room (cage, altar)
Area 19: Dragon Columns honor guard of kobolds
Area 21: Dragon Throne: kobold leader, metalic key.


F Elf 2 Cleric

"If this Meepo can help us rescue the missing adventurers, I'm in for helping them with the goblins. Killing two birds with one stone, as it were."


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

Playing along with the story as she understands it, Melisaris reverently offers up the jade figures to her lord and master, S'koth in a way that is probably far too overdramatic.

Bluff: 1d20 + 2 ⇒ (14) + 2 = 16


F Elf 2 Cleric

Melisaria shows the figures to all the group. "Shall we take these? They look together like worth about 100GP or more, but they aren;t ours. Are we to take any treasure we find while inside?"

She is unclear if looting is appropriate or allowed. These icons might belong to someone.


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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