Darl Quethos

The One Called Nemesis's page

67 posts. Alias of Tierce.


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Male Dhampir Cleric (Undead Lord)/1

<You must be slipping....>


Male Dhampir Cleric (Undead Lord)/1

It's true, babies are delicious


Male Dhampir Cleric (Undead Lord)/1

Nemesis gets up from his spot at the booth, he summons Hatred to his side. He stretches slightly before heading out of the tavern. "Come along Hatred, I believe it's time to head home. Not to worry, we have a lot of chaos to sow there as well!" He cackles madly to himself as he leaves town


Male Dhampir Cleric (Undead Lord)/1

Nemesis adjusts his sign, making sure that people are able to read it. He had a mission to finish.


Male Dhampir Cleric (Undead Lord)/1

Nemesis spots Gimlet as he comes in as well, he turns to his companion and whispers, "This seems to be a world of little people..."


Male Dhampir Cleric (Undead Lord)/1

Nemesis glances at the gnome as she comes in. He thinks to himself for a moment and whispers something to his companion


Male Dhampir Cleric (Undead Lord)/1

Nemesis strolls into the bar with his companion in toe. He removes a branch from his hair and various leafs before drawing his hood back up. He finds a booth before sitting down. He grabs out some paper and ink from his pack and scrolls a quick message.

Adventurers Needed for Clearing Out Manor

He folds up the note so that people can read it as they walk in.

He commands his companion to sit.


Male Dhampir Cleric (Undead Lord)/1

back to the tavern thread to find some team members. Do we know how much longer till people come back?


Male Dhampir Cleric (Undead Lord)/1

Nemesis laughs when he sees the ogre, he got lucky before, but an Ogre is another thing completly. He turns and runs for the door, he makes sure that Hatred is running with him and he doesn't stop, even uses the rope to head back over the river.

"I'm going to need lackies for this. Might as well head back to town for help to clear this thing out."

If he gets away from the Ogre, he continues to head back to town.


Male Dhampir Cleric (Undead Lord)/1

Nemesis examines the mural, "First proof of some undeath, although they seem to be battling it, where as I prefer to control it, right Hatred?" Nemesis laughs with a dry cough.

After examining the mural, he takes the door on the right


Male Dhampir Cleric (Undead Lord)/1

Nemesis opens it and heads on inside. He takes a quick look around making sure there are no ambushes.


Male Dhampir Cleric (Undead Lord)/1

Nemesis laughs, "I appear to have stumbled upon a theme." He decides to try the manor first and approaches the door. He waits for anything to happen before trying to open the door.


Male Dhampir Cleric (Undead Lord)/1

Nemesis gets up, refreshed for the day. He nods to Hatred, "Come my friend, lets see if we can get into this place. I want to know what mystery it holds"

Nemesis gets hatred to bash open the door.

Hatred will take 20 on Strength check, which is a 21


Male Dhampir Cleric (Undead Lord)/1

Nemesis thinks for a long moment and decides to camp out for the night on the island. He moves away from the door and sets Hatred to guard for the night. He sleeps and prepares his spells for the next day.


Male Dhampir Cleric (Undead Lord)/1

Nemesis takes a quick look around, not letting his guard down. He waits for a good couple of minutes to see if the creature comes back. If nothing happens. He tries to open the door leading into the tiny fort.


Male Dhampir Cleric (Undead Lord)/1

Sancuary Will Save 1d20 + 3 ⇒ (10) + 3 = 13

Nemesis looks to his minion with confusion and tries to yell at him to attack. He turns back to the creature and tries to move around to the other side of the creature from Nemesis (avoiding AoO if I can). This time steps forward and holds out his hand.

Touch Attack 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
Inflict Light Wounds - Will DC 14 Halves 1d8 + 1 ⇒ (5) + 1 = 6


Male Dhampir Cleric (Undead Lord)/1

Nemesis snarls as he dodges backwards from the attack. He moves back as Hatred steps in to protect its master.

Nemesis curses at the creature again.

Channel Negative Energy to harm 1d6 ⇒ 3


Male Dhampir Cleric (Undead Lord)/1

Will Save against Despair 1d20 + 5 ⇒ (5) + 5 = 10

Nemesis feels that he may never achieve his goals of becoming a lich and that Hatred will rise up against him. He shakes his head and steels himself from those thoughts. He growls at the apparition and curses at it.

Will save to overcome Sanctuary 1d20 + 5 - 3 ⇒ (11) + 5 - 3 = 13

Nemesis smiles broadly

Channel Negative Energy - Will Save Halves - DC 12 1d6 ⇒ 5


Male Dhampir Cleric (Undead Lord)/1

Nemesis looks at the individual with a curious look, wondering what the feeling was while he was tying his shoe. "Identify yourself, I will not ask again!"


Male Dhampir Cleric (Undead Lord)/1

Spellcraft 1d20 ⇒ 1

Is it channel Energy, and negative or positive? With a roll of a 1 I should be able to determine that my shoe is untied!


Male Dhampir Cleric (Undead Lord)/1

Nemesis unfurls his cowl and snarls at the being, showing off his fangs. He holds up a hand in front of him and points to the ghost like creature."Identify yourself!


Male Dhampir Cleric (Undead Lord)/1

Assuming I make it across without dying, I will check out the door in the wall and see if I can get inside


Male Dhampir Cleric (Undead Lord)/1

Nemesis waits for Hatred to secure the rope upon something. He takes the other end and ties it to a tree by the shoreline. He wades into the water and shimies across, pulling on the rope hand over hand until he is upon the opposite shore.


Male Dhampir Cleric (Undead Lord)/1

Nemesis thinks for a moment and then snaps his fingers with an idea. He takes off he armor and all his heavy equipment and piles it around Hatred. He takes out the rope from withing his pack and ties it around Hatred.

"That should weight you down so you don't float away. Your going to walk from here to the island. You don't need to breathe, so you just walk right under the water. Once you are on the other end, tie the rope to something and I can use the rope to lead me across without getting sweeped away"


Male Dhampir Cleric (Undead Lord)/1

Nemesis thinks for a long moment and then decides to search the shore intently, looking for any form of a raft, or anything that will help float him out to the island. Not being a good swimmer himself, he doesn't want to chance drowing to get out to the island.

Perception 1d20 + 6 ⇒ (10) + 6 = 16


Male Dhampir Cleric (Undead Lord)/1

Nemesis stops upon finding the island. He considers swimming across, but 100 feet could be tricky. He decides to sit and wait, by the shore line in good view of the island, but hides himself and Hatred. He will wait a day to see if anything or anyone appears from the island before attempting to swim out to it.


Male Dhampir Cleric (Undead Lord)/1

Perception Check 1d20 + 6 ⇒ (10) + 6 = 16

Nemesis continues on his journey and he narrowly avoids stepping into a spider web. He chuckles at his near obliviousness and decides to pay more attention to the area around him.

Upon hitting the river, he sits upon a rock and contemplates to himself. He then decides to follow the riverbank south to see if he notices anything of interest.

Foraging for food 1d20 + 3 ⇒ (17) + 3 = 20


Male Dhampir Cleric (Undead Lord)/1

On day 6 and day 9, I forage for food.

Survival Roll for Food and Water - Day 6 1d20 + 3 ⇒ (8) + 3 = 11
Survival Roll for Food and Water - Day 9 1d20 + 3 ⇒ (12) + 3 = 15

Nemesis stops briefling at the tracks, he notices that they go off to the north and shakes his head. "Not falling for that this time." He continues heading east.


Male Dhampir Cleric (Undead Lord)/1

Nemesis curses, could have used the horn off of it. He continues on his path east, searching for clues of undeath.


Male Dhampir Cleric (Undead Lord)/1

Nemesis sees the unicorn bound away and desides to follow its tracks if he can.

Survival roll to track 1d20 + 3 ⇒ (7) + 3 = 10


Male Dhampir Cleric (Undead Lord)/1

Just realised the fight with the rat swarm would have ended way sooner. Hatred is a burning skeleton and the rat swarm would have taken 1d6 fire damage per round


Male Dhampir Cleric (Undead Lord)/1

Preception Check 1d20 + 6 ⇒ (19) + 6 = 25


Male Dhampir Cleric (Undead Lord)/1

After becoming refreshed, Nemesis sits and waits in the tavern for awhile, see if any other would-be adventurers show up. Instead of dismissing his companion to wait outside, he keeps him by his side.

After a long time has passed, Nemesis gets up from his spot, gestures for his companion to follow and heads back out to the outskirts of town.

"Well my friend, lets try heading East this time and see what we can find"

I spend the first three days of my journey foraging for food as I head east. I journey at a slow pace, as I am in no hurry.

Survival Role for Food Day 1 1d20 + 3 ⇒ (18) + 3 = 21
Survival Role for Food Day 2 1d20 + 3 ⇒ (8) + 3 = 11
Survival Role for Food Day 3 1d20 + 3 ⇒ (2) + 3 = 5


Male Dhampir Cleric (Undead Lord)/1

After becoming refreshed, Nemesis sits and waits in the tavern for awhile, see if any other would-be adventurers show up. Instead of dismissing his companion to wait outside, he keeps him by his side.

After a long time has passed, Nemesis gets up from his spot, gestures for his companion to follow and heads back out to the outskirts of town.

"Well my friend, lets try heading East this time and see what we can find"


Male Dhampir Cleric (Undead Lord)/1

Nemesis walks back into the tavern, after having spent a few weeks in the wild. He looks rather disheveled from his time in the wilderness. He walks up to the bartender.

"I require lodgings and somewhere to bathe, my companion can bunk with me" He geastures to Hatred who is currently wrapped up to hide his appearance.


Male Dhampir Cleric (Undead Lord)/1

Noted, I think I will wait for other groups to finish before I head out again.


Male Dhampir Cleric (Undead Lord)/1

nice, I may have to check it out. There are also certain parallels in my campaign to a few fantasy novels. As much as I want to say that I have oringial thought, no one really does and we all get inspiration from some where


Male Dhampir Cleric (Undead Lord)/1

I have not read that series, but thanks for the suggestion. Need to make it back to town in one piece first


Male Dhampir Cleric (Undead Lord)/1

Fort Save 1d20 + 1 + 3 ⇒ (11) + 1 + 3 = 15

Nemesis growls to himself as he checks over the spoiled rations. He realises that he will need to forge for food on every day back to town.

Survival Roll #1 1d20 + 3 ⇒ (12) + 3 = 15
Survival Roll #2 1d20 + 3 ⇒ (19) + 3 = 22
Survival Roll #3 1d20 + 3 ⇒ (16) + 3 = 19
Survival Roll #4 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #5 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #6 1d20 + 3 ⇒ (19) + 3 = 22
Survival Roll #7 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #8 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #9 1d20 + 3 ⇒ (8) + 3 = 11
Survival Roll #10 1d20 + 3 ⇒ (4) + 3 = 7


Male Dhampir Cleric (Undead Lord)/1

Nemesis takes a quick breather and then attends to Hatred. He casts inflict like wounds on Hatred to heal him of the damage.

Casting Inflict Light Wounds on Hatred 1d8 + 1 ⇒ (3) + 1 = 4

"We might as well continue moving for a little bit to clear the area, but then we should camp for the night."

Once refreshed, Nemesis continues his journey back to town.

With 600 XP, I'm just a little under half way to level 2! Keep em coming


Male Dhampir Cleric (Undead Lord)/1

Gain levels obviously, give fighter levels to hatred as well as the skeleton champion template. Find other undead and dominate their minds and have my own adventuring party of undead.

And then eventually, add the lich template to myself


Male Dhampir Cleric (Undead Lord)/1

assuming that I don't die to this rat swarm, were you interested in knowing what I want to achieve with this character?


Male Dhampir Cleric (Undead Lord)/1

Nemesis continues his cursing of the rat swarm

Channeling Negative Energy - DC 12 - Will save for Half Damage -Damage 1d6 ⇒ 5


Male Dhampir Cleric (Undead Lord)/1

Oops, my bad, forgot he had DR, then his HP is at 9, this might not go as terribly as I thought it would

Nemesis shakes his head in disbelief, he resumes his previous plan of cursing at the swarm.

Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage 1d6 ⇒ 5


Male Dhampir Cleric (Undead Lord)/1

Nemesis reaches out to the simple minds of the rat swarm and compels it to attack itself

Casting Murderous Command on Rat Swarm - DC 14 - Will Negates

If the attack spell suceeds, the Rat Swarm will attack itself for one round


Male Dhampir Cleric (Undead Lord)/1

Nemesis keeps his attention on the swarm, and curses them again.

Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage 1d6 ⇒ 5


Male Dhampir Cleric (Undead Lord)/1

Nemesis hisses to himself and turns to Hatred, "Attack! Smash them to pieces"

Nemesis turns his attentions back to the swarm, he takes out his unholy symbol and curses at the swarm.

Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage - 1d6 ⇒ 4


Male Dhampir Cleric (Undead Lord)/1

Not even waiting to celebrate his small victory, Nemesis gets up from his hiding spot, geatures to Hatred, and sneaks off back to the path. Once on his way again, he moves at a brisk pace for a few hours until he is content that the gnolls are not following him. He begins to make his way back to town.


Male Dhampir Cleric (Undead Lord)/1

stupid gnoll, that would have been awesome if it would have worked


Male Dhampir Cleric (Undead Lord)/1

Tough little Bugger! Nemesis thinks for a moment and realises that he will need to change his approach slightly. He reaches out to the gnolls mind again and whispers, "Go inside, its cold out here"

Casting Command on Gnoll Guard - DC 14 - Will Save

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