Valeros

Turac Llaest's page

124 posts. Organized Play character for Helaman.


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Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Madness, he says, folding next to Tol.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Not to my knowledge, no. Also they don’t fight like Gorumites… these are inferior imposters, he says with a sniff.

Religion to try to guess who these clowns are: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Well that’s a waste of a spell… , he says looking down at his blade.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

- Move next to Reknar
- Swing sword
- Raise shield

1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 for 2d8 + 3 ⇒ (1, 3) + 3 = 7

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Save your breath. They are foes! To Arms!

Good catch on the rusty armor thing

Spell Magic Weapon (2 actions), raise shield.

Form up

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Everyone heal…

1d8 ⇒ 8

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

That… urrrg… stung. Who’d have thought the Gormites would have laid a trap… then again, they do love a good siege as much as a straight up fight.

He looks at the wound then asks, Push on or rest… I can give some relief to everyone with a quick prayer. May not fix it all but should take the edge off? Otherwise we have to use a considerable amount of time in enemy territory faffing about with bandages, salves and such?

- [three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Turac moves to examine the bodies.

Mediciene: 1d20 + 6 ⇒ (2) + 6 = 8

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Well… it’s clear this no rat hunt, he says bringing up his shield, drawing his sword, and backing up Reknar.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

We could use some robes or uniforms… what’s the best we would find these in the temple. Gorum temples are more or less walls round a pile of old weapons. I think the place might be empty… for a given value of empty.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Tunnel it is then

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Good point, Tuesday concedes as if acknowledging a good argument in a debate or a hit on the practice field.

Our day does not grow any longer. Let’s get it over and done with.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Later the priest confers with his friends.

That medicine for Ida sounds like the ‘When I started out I was Hunting rats in tavern cellar’ stories I heard from the odd adventurer that passed through… not sure if that’s a priority though. That tunnel on the other hand? Interesting .

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Sure? No. Deeply suspicious? Yes. That said, you raise a great opportunity. One way or the other we were looking at a night raid. This costs us nothing. Let’s try that. If it’s a “Yes” and the Elder appears fine? Well and good. We can find other distractions. If it’s “No”, why then? The mission is on.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Agreed Tol… though seeing in the dark isn’t my string suit

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Sounds like a thing that we should be looking at, besides, Gorumites are not diplomats or good at discussion either for that matter… that they are closeted up with the Thassilonians is very suspicious.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Tol seems to have touched the main points so the priest focuses on setting up a camp of sorts for himself and the others.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

You’ll have to forgive me… with all the distillation and such you pursue I’d have thought brewing was part of the scope… I mean if there’s no inn, it’s also a potentially lucrative business to look at. I’ll leave financial advice alone now. Iomadae’s blessings on your house.

He happily accepts the offer of a meal and floor to sleep on.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

And you’re saying they aren’t coming here? How’s the rest of the town reacting to this new ship?

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

The priest lays a silver coin on the counter.

I don’t want to be thought of as rude, he says simply.

Ale or mead with my thanks. It’s been a dusty road. Keep the change, as I’d like a chaser of questions answered with my drink

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Diplomacy is risk and reward… and while I don’t feel like we are in a good situation that is perfectly aboveboard I don’t think it’s worth conflict just yet. I’ll trust in Elder Ordwi for now. That said? The Inheritor believes in preparation and foreplanning. Saint Mattis said “ Use your brain before you use your weapon”. I have coin enough to cover those without I think, and surveying town is likely to cure our curiousity or justify or suspicious.

While he is deadpan while laying out his thoughts he cracks a smile and says Besides, road dust is caking my throat.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

The young priest waits for his elder to speak.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Exploration: Search

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Well met witch! Meet the might of Iomadae in return, he says summoning a bolt of white light.

1d20 + 6 ⇒ (5) + 6 = 11

But all that happens is his hand glows, the bolt failing to issue forth… maybe the time is not right?

He then moves forward, next to Tol.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Seems we might have need our our medical training for more than stitches in the future. Not good at all…

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Iron cove in danger… I still barely believe it.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Any chance at can try to pull myself up?

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Sheeeeeit… we are all gonna fall

Athletics: 1d20 + 6 ⇒ (6) + 6 = 12

Refkes: 1d20 + 0 ⇒ (19) + 0 = 19

He joins Hess in hanging… after slipping himself

Weeeeelllll…. *grunt*…. This ain’t good

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

I am not the freshest with PF2, is take 10 a thing

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Let me look over that…, says the long nosed priest of Iomedae.

You don’t feel poisoned at all? Vision not blurred? No burning or strange itching?

Heal +7: 1d20 + 7 ⇒ (12) + 7 = 19

You all moved very fast to take it down. Well done.

You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison. IF it’s poisoned, gives +2 to next save. Pretty sure it’s not BUT being thorough.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)
Turac Llaest wrote:
He needs a bit of work but Helaman/Cleric here… still feelin thru how I want to play him but Gorum might work. Ragathiel is more fun if that’s possible.

I THINK this is good to go… I’ll do background etc later (soon).

This should be enough to bring me in game.

Imwas trying hard to go ragathiel or gorum BUT as I was pen and papering it made my head hurt (been up since 2am) and just went with more or less the same build as I used before. I’ve a personality in mind for it

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

He needs a bit of work but Helaman/Cleric here… still feelin thru how I want to play him but Gorum might work. Ragathiel is more fun if that’s possible.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Bugger it, RUN.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Unsure of skill etc: 1d100 ⇒ 68

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

With a final pocket check for coin purses he springs for the wagon.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

I have a medical emergency in the family so I'm gonna need a day or two.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Strength 30: 1d100 ⇒ 67

If moving the body isn't happening with the rest of the group helping he moves to quickly strip the body.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Get the body on the carriage and let's get out of here!

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

I wonder if his clothes and boots would fit... , he says, ever the pragmatist.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

I never knew I had a brother, or someone like it, he says shrugging.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Well, thats..that's... quite a start!. Quick... check his pockets! Find out if he has any identification or something that tells us more.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Thats a rather forward assumption there Driver..., he says getting out.

He might be just resting .

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Given the lull, probably best you throw us in the the thick of it

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Still have a few formatting changes to make plus may buy a few trinkets

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

The jolting carriage and conversation caused the bearer priest awoke with a snort. Dressed in simple homespun clothing with a ragged woolen shawl around his shoulders he seemed out of place here in a carriage but up until now had been peacefully sleeping the day away. The main thing that gave him any credibility as a potential passenger with the large copper amulet that sat in his chest... a symbol of Rhya, Goddess of Naure, Farming and Community.

Aldolf? We there already?, he said with a yawn.

Confused he looked around a moment then shook his head.

I think I heard introductions. So sorry. Gerson and... Aristea?, he hazarded, dredging through short term subconscious memory. I am Turac, a humble priest and scribe. I have NO idea what I am to do in Aldorf but I feel like it will be revealed to me as I go.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

My brass penny's worth?

I pulled religious guilt on him (and said a healing blessing over the coachman's carbuncle).

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Great place to start... This is the sort of story building I like.

I figure not all priests are created equal... given my pure soul, and bless traits I figure my God occasionally drops some inspiration on my or at least the odd dream etc. I got a prod in that direction.

Plus I also figure I've pissed off some of my peers or near peers (reason to follow but I figure Jealousy will do in a pinch) who are only too eager for me to head to the big smoke... not normally a place for nature priests.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Sounding off

Grand Lodge

Helaman's character here.

With my 34 score in heal and heal blessing I can pitch hit as a healer IF needed.

Priest of Rhya

Seat of Power: None officially
Head of the Cult: None
Primary Orders: None
Major Festivals: Summer Solstice, with equinoxes also celebrated
Popular Holy Books: None, though many oral traditions exist
Holy Symbols: Sheaf of wheat, fruit, spirals

Bountiful Rhya is the Goddess of Fertility and Summer, widely known as the Earth Mother and She Who Sustains Life. Though typically depicted as the wife of Taal, myths connect her to many gods, and she has children from many of those relationships. Most commonly portrayed as a tall, beautiful women wreathed in leaves and bedecked in fruit, Rhya’s statues are normally nude, pregnant, and surrounded by her children. Many theologians tie Rhya to the Old Faith, a prehistoric cult comprised of ancient farmers and hunters who wrested a living from the land before the Empire was born, and one still found in secluded communities to this day.

Rural folk across the Old World venerate Rhya, relying on her to provide the crops upon which their lives depends. Womanfolk comprise the main body of the cult, and most midwives pay at least lip-service to Rhya’s Wisdom, a set of oral traditions surrounding childbirth. Although she is not openly worshipped in the towns and cities — townsfolk often turning to Shallya in her stead — her name is frequently tied with Taal’s, so she is still well known amongst such people. Because the cult has no great temples and protects no holy books or relics of significance, many scholars believe her worship to be declining, and possibly already dead. Her many cultists do nothing to contradict such talk.

Rhya’s cultists have no fixed vestment or preferred garb, though greens are very common, as is using plants, flowers, or herbs to accessorise any clothing. They often dress in a fashion considered far too revealing by Sigmarite doctrine, which can cause friction as the Rhyans believe giving in to such prudishness is tantamount to encouraging the Prince of Excess into your lives, as it builds forbidden desires. Devotees of Sigmar invariably disagree, believing abstinence and restricting temptation is a better response to such dangers than indulgence. holy siTes Rhya has no large temples, though many ancient sites constructed from oghams (standing stones) are centres of worship for her cult, and some still echo each equinox with the cries of fevered celebrants. Shrines to Rhya are usually simple statues of the goddess, often piled high with offerings of food and drink. Older shrines are often made of small standing stones marked with worn, spiralled patterns.

Penances: penances may involve replanting devastated areas, helping broken households, and maintaining sacred groves. It is also common to find Rhyans tasked to protect helpless families, which can often put them at odds with local bailiffs and law enforcement.

-Strictures-
• defend families, children, and crops from all harm.
• never feel shame for the flesh Rhya gave you.
• life is sacred, do no harm lest another life is in danger.
• never judge whom another loves.
• Interrupt the work of the prince of excess wherever it may thirst.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

LOL