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Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto enters the room and casts Daylight (Aasimar spell-like ability) on his shield. Not sure if Daylight and Light add up. If so, I have a radious of 20' of bright light, maybe the dark man has some kind of penalty if he is a dark creeper or other underdark creature. "Bolger, can you disable that machine?!" Seinto shouts to the halfling. Question 1: Am I able to reach Skeldon to cast a cure on him? Question 2: Is this machine similar to the previous one? Can Bolger take advantage of the knowledge he acquired disabling it? ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto draws the sword and gets ready to attack the bats if they approach. The bright from the blade lights up the cave. Ready action: Attack. Rolling in advance: Attack: 1d20 + 5 ⇒ (15) + 5 = 20
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Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto takes the first gondola with Orik and casts light on his sword's blade. Then he sheathes the sword. "I don't want to alert possible enemies," whispers, "let's follow the rope," and takes a pole. Except Bolger and Norman, everyone can see in the dark, so I think it's better if we don't have a light source. If combat starts I'll draw the sword, so there'll be light. I'll refresh the spell if needed while we advance. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto follows the creature and attacks again. Attack: 1d20 + 5 ⇒ (1) + 5 = 6
I think I'm entitled an AoO when the creeper moves, I roll just in case: AoO attack: 1d20 + 5 ⇒ (5) + 5 = 10
Also, I think the creeper can make an AoO to me when I move close to it. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "Damnation! I knew we couldn't trust this creature." Seinto moves towards the dark creeper, unsheathes the sword and strikes it. Attack: 1d20 + 5 ⇒ (15) + 5 = 20
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Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "It could be a great idea, Bolger, but the spell cannot be cast on another individual." Seinto then moves to the secret laboratory, casts detect magic again and start searching for clues. I'll take 20 if I have the time, rolling just in case I don't. Perception: 1d20 + 5 ⇒ (6) + 5 = 11 And yes, I know I did nothing to shut off the lights, but I think it's better if we take a look before the creature can act without hampering. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Wops, sorry, I forgot Ketill couldn't speak the language when I posted. I knew everything else, but I thought gathering information about the relationship between Miregold and the creatures was part of our mission. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27 Seinto enters the room, looking to the little creature. It seems that it wants to parley, so Seinto sheates the sword and approaches it. "It looks like the gnome's dragon is right, this creature wants to bargain about something. Anyone understands its words? ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() What? No, sorry, I misunderstood the scene completely. I though I had found a wand in the room. I it belongs to Ketill, I use my own wand instead. I don't need any of the items, take them as you need ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto wakes up and looks around to see what has happened. "Sorry comrades, I did not think it was so dangerous." "Don't worry Bolger, I detected another magic wand while I was trying to identify what the doll was." He then casts detect magic to locate the magic items he previously detected, grabs the wand of Cure Light Wounds and uses it to heal himself. Before healing: 1 Hit point
Anyone else is wounded? What is the other magic item? ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Ah, OK. When you talked about Fort save I thought you were speaking about the spell save, but you were talking about stabilization checks. So, I'm down, and Ketill is the only one with CLW. I hope I didn't cause a TPK :-( ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto tries to hit the doll as she (it?) tries to cast a spell. No Combat Reflexes, so juts 1 AoO Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Fort. Save: 1d20 + 5 ⇒ (10) + 5 = 15 What's the DC? Forgot to move the token in the previous post. Did it now. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "If a child's soul is trapped in this doll, I need to know no more. It must be freed." Seinto attacks the doll with the sword. Don't know if the doll will strike back, rolling initiative just in case. Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
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Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "It looks like it's not a demon or a devil, maybe it's some kind of lost spirit, trapped in an artifact recovered by this lodge some time ago, and awakened now for unknown reasons," thought Seinto. "We don't know who... or what... you are, but we do not wish you any harm. Free our comrade of the spell so we can parley," says looking to the statue and the doll. Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12 ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Rolling some knowledges to know what's happening if possible. Wouldn't like to attack if we can avoid combat Knowledge (planes): 1d20 + 4 ⇒ (13) + 4 = 17
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Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto looks surprised to both Ketill and the statue. "What the hell is going on?" He then casts detect magic and inspects the room (first the statue, then the piano, and if none of them are magical the rest of the room) ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto enters into the room with the sword ready. For me, it's ok if you take all the equipment, Norman. Not sure if I got it correctly, the last room is the western one, isn't it? I moved my token and have some problems with the shadows (I can't see part of the northern wall and can see more in the south than I should). If nothing attacks us, I take 20 to search the room for a total of 25 ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "Save the wand, Ketill, I can heal you all with the power of Iomedae" Seinto touches his sacred symbol and whispers a brief prayer, and all his team mates feel feel a warming energy that closes their wounds. Channel Energy: 2d6 ⇒ (6, 3) = 9 ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "Good work, Ketill. Let's explore that secret staircase, maybe we can find some answers there" Seinto moves to the front of the group and starts going down, when the shield and the sword ready. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto follows Norman to the other room, nodding at his words. When the gnome finds the wayfinders he raises his eyebrow. "They do have Wayfinders... this is quite extrange..." He then cast Detect Magic and search the bodies too. Perception: 1d20 + 5 ⇒ (4) + 5 = 9 ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Just realized I was given an incorrect amount of gold in the last chronicle sheet. I was given the higher tier instead of the out-of-subtier. I have corrected both the chronicle sheet and the character sheet. I ended with negative gold, so I have 'unbuyed' the boots of the cat. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "This Lodge has gone silent for almost a month. The Decemvirate is worried and has sent us to find out if there is any problem. We knocked the door but no one responded, so we came in to investigate" Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14 (+2 if Norman help applies) Rolling Sense Motive too: Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16 If they don't look suspicious, Seinto sheates the sword ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "We are Pathfinders on official mission. I think we should knock the door and introduce ourselves. We may have doubts about Miregrold, but he is a Pathfinder comrade after all. We should speak with him before taking any action," Seinto says and moves toward the main door. ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "My name is Seinto" simply says a man wearing a breastplate with the symbol of Iomedae engraved. He could pass for just a handsome human if not for his golden eyes and hair. "We will find this unruly Pathfinder and figure out what the problem is with him and the Karcau Lodge, I promise" ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Your Name: José M. Giménez-García
Launched campaign in Roll20 and changed the name. Anything else I should do? ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Fort save: 1d20 + 5 ⇒ (20) + 5 = 25 Seinto ignored the stench and channels once more the divine power of Iomedae, draws the cold iron sword, and takes a step to allow his comrades to enter the room. Channel Energy damage: 2d6 ⇒ (2, 5) = 7 I move in order to let Tarquin take my place and not receive an AoO ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto moves boldly into the room, determined to finish these abominations, and channels the divine power of Iomedae again. Channel Energy damage: 2d6 ⇒ (4, 1) = 5 DC 14 for half damage Not sure if I catch dark green from my position ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto advances to the door to see as many devils as he can and channels the power of his goddess. "Foul creatures, face the power of Iomedae!" Channel Energy damage: 2d6 ⇒ (2, 4) = 6 DC 14 for half damage I think I can affect the 4 closest devils from my position. Lot's of new information. Thanks guys :-) ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() Seinto grabs his holy symbol, whispering a short pray to Iomedae in preparation to fight the foul creatures. Ready action: as soon as all demons are in 30 foot I will channel energy to damage evil outsiders (thanks to Alignment Channel). I roll in advance. Channel Energy damage: 2d6 ⇒ (5, 1) = 6 Not sure if domain benefits work against demons. If so, +3 damage and DC 16. If not, DC 14 ![]()
Male Aasimar Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0
![]() "Thank you, friend. I hope you are not bothered any more by this kind of thugs" Seinto says before departing. While following the Almsman’s directions, he says to his comrades "I can bless a weapon myself, you can keep the vials."
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