HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha shrugs, "I'm not sure what crimes Iramine has committed in town... so justice may be fleeting. However, I think we should attempt to get her home since we've captured her alive. With a little preparation, I think we can move her in relative safety. I'll pray for more spells of Silence. As long as we agree that her gag doesn't come off until I be-spell a coin and shove it in her shoe whenever she needs to eat, we should be able to check most of her spellcasting. And if she or her minion act up, we strike without mercy." The priest muscles the woman up. "Let's get going."
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha Varju wrote: How many rounds did we spend questioning the cultists? If it's few enough, I should have a round or two of Spiritual Weapon left. GM Birch wrote: As many as you feel is fair. Putting on my DM hat... There is a bit more dialog than 5 rounds worth so I'm going to say Spiritual Weapon is expired. Rumha steps up behind Grob and conveys a fragment of divine luck. MOVE: Step in
Grob, roll 2d20 on every d20 roll this round and take the better result... Finish this chick off. Status: AC:16 | HP: 39 / 39
1st Spells (5+1): 2nd Spells (4+1): xx 3rd Spells (3+1): Channels (5): Bit o Luck (7): x Good Fortune (1): Sudden Shift (7): Wand (50): xx Effects: Silence - Rnd 2 of 6
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Hey, ya gotta play it how it feels right for your character. Rumha's 'musing' wasn't meant to contrast against Rythan's approach, FWIW. It was more about him being a combat pragmatist even though he's a cleric and should be willing to give a baddie a chance to surrender. Rumha just isn't that generous... so he's gonna try to shortstop Iramine hard and fast. Silence + Caster = :D I don't have a great deal of faith that Silence will overcome her Will save. I'm betting my odds of success are pretty bad on that... but this is kind of a 'tester' spell to see what we're up against without me wasting a really good one.
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
How many rounds did we spend questioning the cultists? If it's few enough, I should have a round or two of Spiritual Weapon left. The priest blinks at the wall of heat pouring from the room and wonders (uncomfortably) how Iramine can stand in a blast furnace... but he puts that question aside for the moment to capitalize on their momentary advantage. Uncharitable as it is, Rumha doesn't offer the cult leader a chance to surrender - or speak. He quickly weaves a spell of silence and throws it upon her flowing silk robe. STAND: Cast Silence
Status: AC:16 | HP: 39 / 39
1st Spells (5+1): 2nd Spells (4+1): xx 3rd Spells (3+1): Channels (5): Bit o Luck (7): Good Fortune (1): Sudden Shift (7): Wand (50): xx Effects: Spiritual Weapon - Rnd x of 6 Silence - Rnd 1 of 6
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
With a wave of his hand, Rumha conjures a mystical blade of force and sends it after the cultist leader. STAND: Cast Spiritual Weapon Spiritual Weapon
Status: AC:16 | HP: 39 / 39
1st Spells (5+1): 2nd Spells (4+1): x 3rd Spells (3+1): Channels (5): Bit o Luck (7): Good Fortune (1): Sudden Shift (7): Wand (50): xx Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha waits until Talarin is safely to the other side before starting his own careful trek across. Thinking on it, He ties a rope around his waist and hands the rest of the coil to Grob. "In case I fall." So what are our options? Acro check or Climb check? Can we take 20 on it? I'll take 20 if I can, otherwise here is my roll: Acrobatics 1d20 + 2 ⇒ (12) + 2 = 14
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
I'm not concerned about the gold except as encumbrance. I just want to be sure we know who is holding the 'tactical items' before we push forward into the next encounter. I think the front-liners should have the potions. The horn of fog is a good battlefield control item so it might be worth it if I carry that. I'm happy to move forward quickly and lay down fog as needed and it means the front-liners won't have to switch from offensive actions.
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
I'm excited about this plan! Or we're going to die horribly. :D
"That does make me wonder how the cultists got past it." Rumha calls on the power of the Gods and a ray of burning light from the heavens seeks to smote the beast. Cast Searing Light Searing Light
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): xx 2nd Spells (3+1): x 3rd Spells (2+1): xx Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Wand (50): xx Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Ah, OK. I thought the beastie had already seen us. How far away is the dragon? I can't think of a way of tricking this guy. I've got one decent ranged attack against the dragon, one channel, and then I'm down to converting spells to Cures and going for touch attacks against it. Hopefully it is just a glorified skeleton and not something nastier.
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
"I'm thin on ideas on how to handle a rampaging skeletal dragon." Since this beast appears to be real, Rumha tries to determine if it is an undead or a construct and gauge how dangerous it is. I'm a tad confused. Can we actually take actions before initiative here? Knowledge: Religion 1d20 + 9 ⇒ (17) + 9 = 26
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Can't hit the rolls either, aside from casting Detect Magic which I will do... Rumha casts a spell and his eyes glow, granting mystic vision. He looks at the runes. "Well, they aren't magical. so I suppose that's good..." Then he sees the charging dragon skeleton. "Aaaaand here comes the bad." The priest turns his glowing gaze on the approaching form, hoping it isn't real... I'm hoping this is an illusion and Detect Magic will lets me see through it. Status: AC:16 | HP: 33 / 34
1st Spells (5+1): xx 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Wand (50): xx Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha casts a cloaking fog over the statues and races onto the bridge. STAND: Cast Obscuring Mist
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): xx 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Wand (50): xx Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
I'm down to my last channel of the day but I have quite a number of spells that could be converted to heals... which might be the route to go because most of my spells aren't likely to do a thing against the sentinels. I'm happy to heal up whoever needs it. I'm inclined to save my Channel when things get dicey - which seems likely. There MIGHT be a sneaky way out of this. I've got Obscuring Mist on deck. I could attempt to cast it around the sentinels to blind them to our movements (and hopefully prevent them from animating) and then we run past them. Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Wand (50): xx Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
The priest keeps the enemy leader distracted with another blast from his wand. FREE: 5' away from any baddie if they can AoO me
Will Save vs DC:11 for partial - frightened or shaken
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Wand (50): xx Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
With a flick of his wrist, a wand drops in the cleric's hand. He points it at the leader and fires. SWIFT: Draw Wand
Will Save vs DC:11 for partial - frightened or shaken
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Wand (50): x Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Again Rumha calls on various good deities (in a frenetic litany), "Oh, great IroriIomedaeShelynShizuruSarenraeErastil, SMOTE these suckers!" And thankfully it appears the Gods are attentive. Channel Energy: 3d6 ⇒ (6, 6, 5) = 17 Heal/DAM - Will Save DC:14 for 1/2
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xxxx Bit o Luck (7): xxxx Sudden Shift (7): Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha examines the creatures to make sure they are undead, not some clever construct. Knowledge: Religion 1d20 + 9 ⇒ (12) + 9 = 21
Assuming they are undead... Rumha nods at Heledar's idea and steps back as far as he can while keeping the skeletons in range of his god-granted abilities. He waits for the team to set themselves before calling upon various deities of good to smite the skeletons with holy light. Channel Energy (Damage): 3d6 ⇒ (6, 3, 6) = 15 Will Save DC:14 for 1/2 Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xx? Bit o Luck (7): xxxx Sudden Shift (7): Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Heledar, my status bar is accurate. I took 17 DAM, you healed 5 (leaving 12 DAM) and I channeled energy healing everyone for 11 (leaving me with 1 DAM). Rumha chants a magical phrase. A ghostly 10' long chain of pure force appears and lashes at the demon attempting to bind its legs and drive it to the ground. STAND: Cast Chain of Perdition to TRIP Chain of Perdition
SR (if needed, otherwise call this the Trip attempt CMB:26): 1d20 + 5 ⇒ (16) + 5 = 21
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 3rd Spells (2+1): x Channels (5): xx Bit o Luck (7): xxxx Sudden Shift (7): Effects: Chain of Perdition - rnd 1 of 5
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha staggers from the spear blow into his vitals even as he realises he knows nothing about this creature. Seeing it land another fell blow, the cleric decides to best course is to keep everyone up and fighting. FREE: 5' move away from Speary MySpearson
Knowledge: Arcana 1d20 + 5 ⇒ (2) + 5 = 7
Status: AC:16 | HP: 33 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 2nd Spells (2+1): Channels (5): xx Bit o Luck (7): xxxx Sudden Shift (7): Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Not sure if the gold-dipping with protect the skeletons, Rumha lets them get in range and then channels energy to destroy them. 2d6 ⇒ (4, 6) = 10 DAM vs Will Save DC:14 for 1/2 STAND: Channel Energy to Harm Undead Status: AC:16 | HP: 34 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 2nd Spells (2+1): Channels (5): x Bit o Luck (7): xxxx Sudden Shift (7): Effects:
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha again passes luck onto Grob, hoping to finish the fight in one blow. Grob, roll 2 d20's on your attack and take the best. Status: AC:16 | HP: 31 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 2nd Spells (2+1): Channels (5): Bit o Luck (7): xxxx Sudden Shift (7): Effects: Bless - 2 mins
HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha lays a hand on Grob, imparting luck on his next strike. Use Bit o' Luck
Status: AC:16 | HP: 31 / 34
1st Spells (5+1): x 2nd Spells (3+1): x 2nd Spells (2+1): Channels (5): Bit o Luck (7): xxx Sudden Shift (7): Effects: Bless - 2 mins
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