Kwava

Taldidri Arilvin's page

63 posts. Organized Play character for PaleDim.


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Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Oh, yes, confirming that this is 272301-1501.

I think I need to reread some parts of the playtest and try some more scenarios. I'm definitely not ready to GM one.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

The elf chuckles softly. Hehe, sure, someone. Or it might be our next job if we stick with the society.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Boon?: 1d20 ⇒ 10

Thanks for running the game Cwethan and helping me sort my feels about 2nd ed. (well, maybe not entirely).


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Yes, and worshippers of Urgathoa probably want bodies for reasons other than labor...

The elf dares not spell it out for the already injured and troubled ex-slave.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Savior? What did he save you from?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Who's there? Who was that?

Perception: 1d20 + 3 ⇒ (6) + 3 = 9


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Hey folks, I know undead are cuddly but don't crowd it so much. I don't have a clear shot. The elf wizard deadpans. He rolls out to the side where he can see the undead priest and again holds up his lightning hands in lazy claw form.

15' stride
cast electric arc (DC 15)
Electricity damage: 1d6 ⇒ 3


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

The elf steps up next to sippit and again extends his hands in claw-hook fashion, sounding out an arc of lightning.

Why won't this thing burn already!

5' guarded step
cast electric arc (DC 15)
Electricity damage: 1d6 ⇒ 2


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri steps back and unleashes a crackling arc of lightning from his fingers.

guarded step
cast electric arc (DC 15)
Electricity damage: 1d6 ⇒ 2


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri steps up, knowing that these undead should be weak against flames. He steps forward towards the one in back, extends his hands and spreads his fingers, releasing the flames.

stride 15'
Cast burning hands on *non*-red
Fire damage: 2d6 ⇒ (4, 6) = 10
DC 15 reflex save


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Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri fishes the healing potion out of whomever's pack...

Glug glug glug: 1d8 ⇒ 7 woohoo!


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Ah, didn't realize. If you don't mind, I think he would have bought one after the last rules update when he added the medicine skill.

Medicine, DC13 (medium by level): 1d20 + 3 ⇒ (11) + 3 = 14

Taldidri remembers the kit he recently got and sets to work on his bruises ad cuts for about ten minutes.

Treated for 1hp (his level, being greater than level-times-CON). This is a small improvement though, so he'll make another check when we have more downtime. I.e., every time we stop to talk to any NPC he'll just be doing this.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri gingerly rises from the floor of the pit, wiping mud from his face and feeling around for where blood might be coming from. Between his bruises and the dim lighting he might be looking more like an orc right now.

I'll... try to remember that. Does anybody have a first-aid kit?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri watches as the first three teammates follow the rope down.

Is this entire mission going to be underground, in the dark? You'd think I was born a dwarf...

He resigns himself and follows...

Athletics: 1d20 - 3 ⇒ (1) - 3 = -2 gulp...


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Ah! Taldidri points up away from the cobblestone path, and your eyes follow his direction to a worn oaken sign that clearly reads "Sanguine Thorn." Below that the sign has a crimson rose dripping with blood. I suppose that's the symbol of Milani.

Then he looks downward into the gaping chasm. ...and I suppose that's where the actual Thorn now resides. He sighs heavily. Did anybody bring rope?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Oh, did we get a chance to rest and heal up? Taldidri was at 1hp after that last fight and could use some "Society Services" before our next stop :P


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Good thinking Greta! I'm glad you knew about that. If it's been that long I wonder what we'll even find there...

He sets out with them, following the lead of Greta and Min.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

In case it needs to be explicitly said that we relayed all of the details we found...

Taldidri lays out the details of their encounter with the Muckrucker, her pointing them to the tavern, and their eventual encounter at the run-down house with the next, murdered, ex-slave. He ends with, it seems the undead who killed him were likely controlled by a worshipper of Urgathoa. I agree we need to look into this Wennel before they get further down their list. As far as we know there are three names of ex-slaves that yet live and with haste we can prevent it.

And also...

Taldidri suddenly remembers, adding...

Oh, and we should drop back by the tavern to deliver the bad news to Dahlia. She seemed particularly concerned with our checking up on Justerian.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Medicine, DC12: 1d20 + 3 ⇒ (9) + 3 = 12

Taldidri crouches over the body and inspects the wounds like an investigator.

Hmm, the fatal wounds were created by claws. That could definitely be a skeleton.

He looks around the room for other obvious signs of the specific aggressor.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri gingerly re-enters the room once it seems things are safe in there.

Medicine: 1d20 + 3 ⇒ (18) + 3 = 21

The hair is stuck directly to a piece of bone, but the bone looks dry, it hasn't been in a body in some time. It must have come from an undead creature.

Religion: 1d20 + 3 ⇒ (7) + 3 = 10 Nope
Nature: 1d20 + 3 ⇒ (15) + 3 = 18

Agreed, where there are flies, there is "meat."

Religion: 1d20 + 3 ⇒ (4) + 3 = 7 Nope


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri feels weak and dangerously battered. He slowly slinks out of the room amidst the action of his teammates to gather himself...

Stride, 20'

Well, darn, I didn't add the Medicine skill until one of the Playtest updates that increased wizard skills, so I don't have the healer's tools on me, otherwise I would definitely perform some Treat Wounds.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Reflex, DC15: 1d20 + 4 ⇒ (12) + 4 = 16

But, down to 1hp after that pseudopod hit!

THUD

Medic...!


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri rushes forward and begins uttering spell worlds loudly. He thrusts his hands outward flatly, two thumbs touching each other as a fan of fire extends forward from his gesticulation.

Time for some pest control!

Stride, 20'
Somatic + Verbal: Burning Hands
He has stepped up to the edge of the bats and aimed his cone to capture both the ooze and a section of the bats. Cone is roughly marked on the map.

Fire damage: 2d6 ⇒ (4, 6) = 10
Reflex DC 15 to the bats and ooze.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Assuming he needs to make another attempt to go up...

Taldidri rubs a sizable knot on his forehead that looks like it might grow its own face, dusts himself off, and tries a different path up the stairs.

Acrobatics: 1d20 ⇒ 19 phew


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Sigh, more muck.

The wizard gets to carefully braving the rotten stairs.

Acrobatics: 1d20 ⇒ 1 uh oh...


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri waits for Dahlia's responses, wanting to ask if there have been any other similar disappearances in the area. He knows people don't like to be bombarded with questions while deeply worried about someone in trouble. Also, if she did know about other such cases she likely would have offered the info anyway...


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Finally getting around to updating Taldidri for the 1.3 update. From what I can tell, all that affects him is:

* Untrained skills take another -2 (I hadn't listed any untrained skills on this character sheet, but will keep this in mind); and
* Wizards get two more trained skills at level 1 (4+INT instead of 2+INT, in addition to be trained in Arcana for free). So, he'll add training in Medicine and Diplomacy.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

The elf stifles his dislike of the local stench and scene. His eyes light up in shock at the mention of the mummified frog in the tavern description. He catches himself quickly enough to push that down too. I suppose we're one step up from the sewers, at least...

Sure, we'd be glad to help. We'll head that way momentarily. Indeed, I could never un-see a mummified frog residing in civilization. Seeing as how you frequently patrol this area, what would you say happened to a random person who's gone missing? Are robberies-gone-wrong common? Kidnapping and slave trading into local brothels or distant lands? Other common fates?

He puts his best professionalism and intellectual airs to work with her, in a (misguided) attempt to gain her trust, despite his disdain for his current surroundings.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Meanwhile Taldidri is simply fascinated by one of the guard’s recently prominent features.

He waits until the rat swarm is handled before pointing at her forearm and asking...

I noticed your little “pet” there. Does it get bigger, or come off and fight?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

I'll probably have to review the changes and update this character tomorrow. Hopefully nothing more than the skill changes.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

As the adrenaline subsides Taldidri looks around, remembers, and smells where they are.

In any case, I don't see good reason that we can't continue this discussion up on the top-side!


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.
GM Cwethan wrote:
The sorcerer twists away from Min and Taldridi's attacks, redirecting what lightning does strike him harmlessly into the stones. Damage resisted

Clarification: fully resisted should only be if the save was a *critical success*, regular success is half damage. I didn't notice a change to this in the updates.

Taldidri tries to keep up with the party rushing down the next sewer passageway.

He will not get away!

Again he stops and raises his hand to release an arc of electricity at the kobold...

stride 25' (last square into difficult)
somatic + verbal, electric arc
Electric arc: 1d6 ⇒ 6 Yeeeeeeeeeah! Finally some dice love.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Reflex, DC15: 1d20 + 4 ⇒ (12) + 4 = 16

Taldidri curses in elven and decides to show the sorcerer that he can do the same.

Cast electric arc, two actions
Electricity damage: 1d6 ⇒ 2 bleh. the pitiful dice continue

DC15 reflex for half.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

stride, stride, interact crossbow

The elf wizard runs down the main sewer passageway to get another clear shot at the kobolds, whether it be from spell or crossbow.

I.. can't get close enough for spells yet...

He reloads his crossbow...


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

I'm having a rough time with the dice in general, yeah...


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri snaps the fingers on his left hand and sends an arc of sparking electricity over Sippit's head to the kobold in front of him!

Electricity damage vs. blue: 1d6 ⇒ 1
Reflex DC15 to reduce


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri fires an arrow down the passageway...

crossbow attack vs. red: 1d20 + 4 ⇒ (6) + 4 = 10
crossbow bolt P damage: 1d8 ⇒ 8


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri works up the courage to move into the main passage, crossing the waterway to join Sippit where there is a clear view.

Stride, 20'

He draws and loads his crossbow. Interaction, crossbow

is the load a separate interact?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Still having trouble with the reality of traversing a sewer, Taldidri choses to take cover at the end of this passage while his party awaits trouble...

take cover!


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri runs along the side of the sewer tunnel, jumping the space where the platform is missing.

Athletics, long jump 5', DC10: 1d20 - 1 ⇒ (17) - 1 = 16

He lands and sprints to the end of the current tunnel to peek out at the kobold with everyone else.

Reading the athletics skill, long-jump is a stride (full movement) that takes two actions. However, it might also be that this is just a short jump (5', one action) and a stride (30', one action). I'm not sure there's much to do with 1 action peeking around the same corner as the rest of the party.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Sorry for the delay. I got back later yesterday than I expected. Taldidri seems to be standing on the side platform and not in the sewer water, correct? Normal movement there?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri watches his stealth teammates move ahead of the group. He remains searching alongside Grinwald as he stays back.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

FYI: I will be away from home and without the ability to post this Saturday, Sept 15-16. I should be able to resume Sunday evening. Bot at needed. Thanks!


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Great. Not only is it foul down here, but there are traps that some of us might be killed in the muck.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri doesn't quite get the explanation he expected, but shrugs and follows the others. Okay, I guess we'll find out why the Dragon Sharks are so terrible.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Society: 1d20 + 5 ⇒ (12) + 5 = 17

Still really didn't hear what the Dargon Sharks are doing besides existing.

Okay, but to be clear little one, the Dragon Sharks haven't been doing anything unusual down here? Are they killing off members of your group, or just taking up space?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Who is this ally that decided to wander off? Are the Dragon Sharks up to any particular no-good, beyond just infringing on your territory?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri rolls his eyes at the seeming futility of Snips.

Could you at least tell us the likely means of entering a hidden base? It's in your best interest to extend your usefulness currently. Perhaps the Society will protected you from retribution if you help us. Otherwise, the barbers may punish you for failing them anyway.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Who are "they"? Maybe we can help them find this killer, if you would just give us a name.

Diplomacy: 1d20 - 1 ⇒ (10) - 1 = 9 hehe, I should stop trying


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

What is it? Go ahead and say it. What happened to "Remna"?

Intimidation: 1d20 - 1 ⇒ (6) - 1 = 5

Please?

Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7

Okay then, time for some other talkers

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