Male Dwarf Oracle 3
Odol greets the citizens of Delve as they welcome him to the city. When we are finally alone in the room, he remarks, "Aye, not much of a fan of that myself Damrang. Many amazing constructions here, but they are spells to read one's mind. I find it strange they need our blood. Perhaps it has something to do with an ability to see someone as they truly are?" Odol studies the device considering what to do, but also working through his mind how it might work.
Male Dwarf Oracle 3
We already cleared the final hurdle, but if you have any interest in Midgard Tales and haven't signed up yet, you still have a few hours. The amount of content is amazing:
Male Dwarf Oracle 3
Odol trudges down the corridor, a lingering pain from the musket wound in his chest. Well, we've managed what we set out to do. With the reward, I could head south again, but perhaps there is something for me here in Delve... Yay, great work everyone. That was a really close call.
Male Dwarf Oracle 3
Odol notes the interest in the bottles of fluid and nods at Vhailor's suggestion, "Aye, leaving this evil workshop for the Helix to potentially retake turns my stomach. Let's do what we can and then see if Delve can assist us with bringing the whole thing down or turning it into a new fortification against the Helix."
Male Dwarf Oracle 3
Good reminder
16 charges used to bring everyone back to full health.
CLW rolls: Cure light wounds on Vhailor 1d8 + 1 ⇒ (2) + 1 = 3 Cure light wounds on Vhailor 1d8 + 1 ⇒ (8) + 1 = 9 Cure light wounds on Odol 1d8 + 1 ⇒ (4) + 1 = 5 Cure light wounds on Odol 1d8 + 1 ⇒ (1) + 1 = 2 Cure light wounds on Odol 1d8 + 1 ⇒ (4) + 1 = 5 Cure light wounds on Damrang 1d8 + 1 ⇒ (1) + 1 = 2 Cure light wounds on Damrang 1d8 + 1 ⇒ (4) + 1 = 5 Cure light wounds on Damrang 1d8 + 1 ⇒ (8) + 1 = 9 Cure light wounds on Gregory 1d8 + 1 ⇒ (6) + 1 = 7 Cure light wounds on Gregory 1d8 + 1 ⇒ (1) + 1 = 2 Cure light wounds on Gregory 1d8 + 1 ⇒ (2) + 1 = 3 Cure light wounds on Gregory 1d8 + 1 ⇒ (6) + 1 = 7 Cure light wounds on Salvin 1d8 + 1 ⇒ (6) + 1 = 7 Cure light wounds on Salvin 1d8 + 1 ⇒ (5) + 1 = 6 Cure light wounds on Salvin 1d8 + 1 ⇒ (2) + 1 = 3 Cure light wounds on Odol 1d8 + 1 ⇒ (6) + 1 = 7
Male Dwarf Oracle 3
"Hmmph" snorts Odol as the headband is removed. "That's a sick one all right. I still say we kill him. Delve can always fond a way to speak with his dead body. Trouble at our backs if we leave him alive. Let's grab the jars and his things and see what we can do to bring this ruin down. Time those bodies were buried."
Male Dwarf Oracle 3
"Thanks for saving us. Necromancer must have used the same trick on Salvin he tried on me. I nearly took care of Gregory...course the zombies did that anyway. You take off the necromancer's head yet? Last thing we need is that bastard coming back from the dead." If no one else has done it already, Odol uses his axe to lop off the necromancer's head and then helps search the bodies and room. Perception 1d20 - 1 ⇒ (1) - 1 = 0
Male Dwarf Oracle 3
Thanks Gregory! I still hope to bring this place down behind us while we slip out that tunnel too.
Status: AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield) hp 2/18 Weapon Equipped Dwarven Waraxe +4 (1d10+3/20/x3)
Male Dwarf Oracle 3
While we all prepare to die at the hands of the necromancer, I want to mention that the newest Open Design project has just been announced:
The work coming out of Open Design has been top-notch and one of the best parts of participating in the whole project is you get a chance to influence the design. At higher tiers of pledging, you also get a chance to get your own experience with game design. I've been a participant in the projects since Tales of the Old Margreve and just started getting my own design experience with Journeys to the West where I will have two monsters, one magic item, one NPC, and island, and an adventure in the final compilation. Midgard Tales is pure adventures. Thirteen of them, set in Midgard, but undoubtedly many will be easily transferred to Golarion or the homebrew of your choice. The Kickstarter won't close until May 21, but some of the levels have limited backers, so if you're interested in writing an adventure, don't wait. I highly recommend it.
Male Dwarf Oracle 3
Round 4 Damn, was thinking I had one more spell left, but I used the last one when we entered the basement. I've got very limited options. Odol takes a short, halting step toward the back of the room feeling his blood spill out of the sucking wound in his chest. Brigh, get me out of this bloody mess! He stumbles toward the back wall of the room, hoping to somehow dodge the zombie waiting there for him. Provokes Attack of Opportunity from zombie in B3. If he survives, he'll put a hand against the back wall and stumble all the way to A6. Status: AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield) hp 6/18 Weapon Equipped Dwarven Waraxe +4 (1d10+3/20/x3) Reminder to myself about Spells Expended: Before adept fight at surface: Lead Blades, Shield of Faith and Magic Weapon. Cure Light Wounds on Gregory during fight with the half-orcs. Lead Blades before entering the cellar.
Male Dwarf Oracle 3
Round 3 Spellcraft 1d20 + 6 ⇒ (4) + 6 = 10
Will (Spells and Spell-Like Effects) 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Knowledge (Engineering) 1d20 + 6 ⇒ (10) + 6 = 16
I just realized I haven't been remembering Dance of the Blades which makes my move 25 feet.
That all assumes Odol just survived 1-2 AoOs. Otherwise, he's bleeding out on the floor. Status: AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield) hp 8/18 Weapon Equipped Dwarven Waraxe +4 (1d10+3/20/x3)
Male Dwarf Oracle 3
And once again...knowing full well that some of you are in Zolurket, Square Sails or both... We're looking for two new characters for a Jade Regent game I'm in. Still very early in the adventure (only through one encounter area so far). If you're interested, see GM Will Cooper (RPG Superstar Top 16 this year) at the discussion thread:
Existing characters are a Varisian Cavalier (me) and an Ulfen Ranger.
Male Dwarf Oracle 3
Odol runs towards the lift as fast as his short legs can carry him. I9 Knowledge (Engineering) to see if there is a rope to cut to cause the lift to stop or drop without stopping the zombies 1d20 + 6 ⇒ (18) + 6 = 24 May as well ask if he can get a straight enough line for a charge at the rope or one of the zombies next round too.
Male Dwarf Oracle 3
I'll put a post up, but may have to revise it after our ugly friends go.
Casts Cure Light Wounds 1d8 + 2 ⇒ (8) + 2 = 10 He draws the arrow out of Gregory's chest feeling his blood vessels and bone pull back together until the wound is nearly closed. Status: AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield) hp 18/18 Weapon Equipped Waraxe, Dwarven +4 (1d10+3/20/x3) Status Effects None 1/5 1st level spells available
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