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Zachorius's page
82 posts. Organized Play character for bluedove.
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HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius shakes his head, still wincing from the burning sting. Antitoxin was far too extravagant for his meager coffers just yet. Especially not considering his ale budget...
Fort save 2: 1d20 + 2 ⇒ (4) + 2 = 6 -1 Con -1 Cha
Fort save 3, Fern Heal: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26 One save!
Fort save 4, Fern Heal: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10 Dangit! Spending my pin reroll to negate that.
Fort save 4, Fern Heal, 1 star: 1d20 + 2 + 4 + 1 ⇒ (20) + 2 + 4 + 1 = 27 There we go!
Finally, after some timely ministrations from Fern, he feels better. "Phew, those things have a nasty sting. Thank you, Fern." He says, offering her a weak smile.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Ouch, Con and Cha and no access to lesser restoration. Going to make for a rough time of it ahead. =/
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Fort save vs poison: 1d20 + 3 ⇒ (8) + 3 = 11 Uh oh...
Zac makes a strangled sound. "Urk..."
Provided he can still move, he will withdraw.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius makes an awkward turn, trying to avoid attacks from the other Jelly and makes a tentative stab at the Amber one.
Longspear attack, IC: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Don't think I managed the flank yet, maybe next turn.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Is Amber supposed to be Large now?
Zac watches for Skajja to act, hoping to provide her a flanking partner if she moves in to melee.
Work tonight, hopefully I can post soon after S.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius has second thoughts about the rapier and sheaths it, drawing his longspear instead. He nudges the hippocampus to go the opposite way from Skajja.
The animated wings are too fun, btw! XD
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
I think I made some wrong assumptions here. Is there anything preventing Zac using his longspear here? And if not, can he have drawn that instead?
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Seeing the others attempt to redirect their mounts, Zac gives it a try as well.
Ride, guidance: 1d20 - 3 + 1 ⇒ (8) - 3 + 1 = 6 ACP is already figured in on sheet.
And his mount continues on completely oblivious to his reign tugging and flapping. Giving it up for a bad job, he draws his rapier.
Oh boy, mounted combat with a baby reach cleric! XD Your fly potion should still be an option, Cordula.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius casts a guidance on himself and one on his mount, while he's at it. "Forgot to ask if these mounts are combat trained..." He mutters to himself.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius settles into the saddle, patting the creature's scaled neck. Not really used to riding, he looks to Sevana. "What do we do to get them to goaaaAAAHHH!" He exclaims as the beast launches in a burst of speed. He burbles in alarm as they go under and surfaces coughing and spluttering. Finally he catches on to the pattern, breathing in when they surface and exhaling underwater.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
GM Roll4initiative wrote: Ok. Xuan offered to fly and carry someone with him. I'll give you all a couple days to decide what to do.
The first two tables that I checked on have already started combat in this act. I don't want to drag this out too long.
If so, might have been a PM because I looked for it here and didn't find it.
I think with Skajja's post, everyone has weighed in with their choice so hopefully no need for further delay.
"Stay in the saddle" is our relevant action regarding not drowning and it is DC 5 and only required typically if combat is engaged while mounted. Definitely worth considering, I just didn't want player choice being discounted for an unanswered suggestion.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
I feel like player consent should be a factor here. Only one player has been in favor of this idea and none of the other players involved have consented. Either to carrying others or to being carried. =/
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zac would like one of the touch of the sea potions as his swim is -2 with ACP. But he won't use it until he has need. We can ride the hippocampi with our heads above water, right?
I suspect the water breathing may be handy for someone to go underwater to damage the ship hull.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius wrinkles his nose at this suggestion. "The fine sea steeds are just as fast as flying, with the added benefit of perhaps giving us a quick way back too. Since fly spells do not last for a long duration."
Those of us planning to ride the hippocampi wont be using our potions either, I fail to see how being carried improves upon the situation? In fact it might make things worse with the potential for fall damage.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
"What magnificent creatures!" Zachorius exclaims over the hippocampus, "I do not ride particularly well, though I suppose falling off will simply mean I am swimming under my own power, yes?" He shrugs, happily accepting any potions he is given.
"What sort of undead are we likely to face?"
Knowledge(Religion), guidance: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
GM Roll4initiative wrote: Of course, you can forgo the use of the hippocampi if you so choose and swim out there on your own. In any case, Sevana gives you 2 potions of touch of the sea, as well as 1 potion of water breathing. Is this per each of us or do we need to designate who uses them?
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Can we know if part 3 is the last part?
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
GM Roll4initiative wrote: One of the Discord tables would like that Aid token. Would someone like to attempt a knowledge check or attack roll? So it needed both the CLW casting and a check to boost/pass? I thought the CLW was a sure thing...
Knowledge(Religion), guidance: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

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HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
GM Roll4initiative wrote: As the last of the Sarenites steps back through the portal to the Material Plane, Scion Lady Xerashir of House Shamyyid turns to you. Her expression is composed but her eyes are hard with something between gratitude and cold fury.
"Someone must have tampered with the magical foci we used, causing the spell to fail. When we completed the ritual, a gateway formed that drew us into that Abyssal realm. As the portal closed behind us, I could see a woman's silhouette as she tossed something through the portal and grimly intoned, 'My sister's memory earns you mercy.' It was this," she reports, holding up a silver holy symbol of Sarenrae, stamped with the word 'Oppara,' and notched as if by a blade. "This style only saw use in Taldor by hidden congregations, including one that reactionary Opparan officials tried to stamp out about six years ago. Was there not a prominent leader in the Society who lost a sister in that incident? A pasha who went rogue? This alone may not be evidence of her involvement, but whoever sent us to the Abyss seemed to want us trapped, not killed."
She presses the holy symbol into Zachorius' hand and holds his gaze for a moment before turning back to tend to her people.
"Yes, Muhlia Al-Jakri. We have heard of her hand in this too. Torch, as well. Bad business, this." He says with an equally hard glower when speaking of the Society traitors. He gives the Lady's hand a supportive pat as she turns back to her duties.
He takes advantage of the repast, drinking down his soup just like he would his usual ale, which he follows it up with, of course. Then he strolls about, helping refresh the fatigued and patching up the wounded. A Token of Aid passes through his hands and he charges it up with some healing, scrolling a quick note as he passes it along to return to the front.
'Survived the Abyss and all we brought back was this lousy CLW.
Cheers, Zac'
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
If it's possible to fail the dice roll and still cast the CLW for the sure boost, I say try the roll first. If not Zac will spend a spell slot. He has one unprepared iirc.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
GM Roll4initiative wrote: Map updated. Will wait for Skajja, Cordula, and Xuan to take their action before rolling initiative. Do I have one more 'Aye!' for a +2 enhancement bonus to weapons for this encounter? Sure, I mean, Aye! Knowledge(Nature) to identify Rams?
Provided no one moves in front of him, Zac prepares to brace his longspear to receive the ram's charge.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Knowledge(Religion): 1d20 + 3 ⇒ (15) + 3 = 18
Zachorius' eyes widen as he realizes to where they have been summoned. "Cayden's Blade... the Ivory Labrinth. A fate I wouldn't wish on a slaver to be trapped here. Quickly, we must rally the Sarenites and go back!" He says in alarm as he sprints toward the voices. "For the Dawnflower, come this way!" He shouts, hoping to draw their attention.
One double move because he really does not want to be caught by his lonesome here!
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
We might be out of luck if the only way forward is to pass the Arcana/Planes check. Unless we can just fiddle with it til it works... XD
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Knowledge(Religion): 1d20 + 3 ⇒ (20) + 3 = 23
Zachorius shares his deductions with the team. "So it's a sundial... it must need the sunlight focused on it to function, yes? Could it have turned the followers to stone? No, that would be transmutation... Conjuration is... summoning? Have they been summoned somewhere?" He asks, thinking aloud with his limited understanding of spell schools.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Since we are low tier and not using these aid tokens, should we boost them and send them off for other tables? I'm not sure I understand this mechanic.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius wrote: Galandir wrote: "Zachorius, if you can pray for Guidance, I will accept that blessing."
I believe that is what was intended by Zachorius's post? Yes, it was, everyone please feel free to use guidance on all checks where there would be time to cast it. Tried on discussion to remind that Fern could have used guidance but I suppose it's gone too far now.
Zachorius shakes his head as he lumbers over to the surrendered men. "Come now, fellows. The Drunken Hero is watching and he is very fond of Absalom. He started a sellsword himself, after all. You want him to remember how you helped prevent the fall, yes?"
Aid Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
*cough* guidance *cough*
Posting from phone check back in later!
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Cordula wrote: "You're making a fuss over stained pants, Zac? It only takes one cantrip and they're clean again!" Still frowning, Zachorius trudges forward awkwardly as the sticky resin quickly solidifies and restricts his movement. "I do not have cantrips of dry cleaning. Do you?" He asks hopefully.
Looking down at the felled woman. "Do we want this mageling alive?" He asks the group. If they say yes, he will cast stabilize on her.
If they say no, he will make stab at the Yellow thug, provided he is not already down.
Longspear attack vs Yellow, entangled: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
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HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Zac gives a cough of pain at the impact. "Right in the egg basket!" He groans while managing to hop swiftly enough that he avoids being glued to the spot, though.
He frowns down at the tar-like stain on his breeches now. "Aw... and I liked these pants too." He grouses.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius wrote: Zachorius jogs up, eager to get away from the hand's grasp, and jabs with his longspear but NOT very accurately. Fixed! XD
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius jogs up, eager to get away from the hand's grasp, and jabs with his longspear but very accurately.
Longspear attack vs Caster: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Reach and combat reflexes for possible AoOs on Blue and Yellow.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
1d100 ⇒ 211d20 + 2 ⇒ (15) + 2 = 17
Zac ducks to avoid the groping digits. "Whoa there! Buy me a drink a'fore you go getting handsy!" He chides the construct.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius draws his longspear.
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HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Yes, I'm in favor of the quick pace. I'm covering more shifts at work this week but I will be doing my best to look in multiple times per day.
Token placed!
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Galandir wrote: "Zachorius, if you can pray for Guidance, I will accept that blessing."
I believe that is what was intended by Zachorius's post?
Yes, it was, everyone please feel free to use guidance on all checks where there would be time to cast it.
Zac beams and claps for his fellow Ulfen. "Fantastisk! Just needed little push, yes?"
Voting for Silver Crusade or Liberty's Edge quests soon, please!
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zac looks the contraption over with interest but clearly seems out of his depth on this one. "Hmm, unless Gulgamodh would enjoy a nice ale, all I can really offer is guidance." He will pray for divine aid for everyone.
If no one knows the languages, would read magic do anything? Added my modifiers to the slide. Quite the collection of info there, GM Roll4initiative. Impressive! ^_^

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zac seems somewhat appalled by the whole situation. "They would deny arms to their own defenders? For the sake of price gouging? One may not spend coin from the bellies of an undead horde... Surely they have not thought this through. We will just explain, yes?"
Same preference order. Diplomacy is Zac's best skill at +6, +2's for untrained Bluff, Intimidate, and Sense Motive. Could Knowledge(Local) offer some help with how to negotiate with these specific merchants?
Edit: Working tonight so adding this now so as not to delay the group:
When they arrive, Zachorius prays for guidance over all the party and greets the merchants with a smile and freely offers libation and the blessings of the Lucky Drunk. "Tell me, what are your plans for after the siege breaks? You must be quite confident of our victory this day to sit here on a cache of weaponry while the First Guards stand unarmed. Perhaps you have some ambition that the Society can further?
Aid Sense Motive(untrained), guidance: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Provided we sense or are informed of something we can provide, he will include that in the following negotiation.
"While we appreciate your faith in Absalom's guardians. We must appeal to your good sense. There are undead and demons out there, my friends. Help us to help you. We will stand between you and them but your defenders need these arms to hold the evil outside the gates."
Diplomacy, guidance: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius grins at Skajja's quip but merely nods and falls in line when a consensus is reached. "As you say. Swift feet and decisive action is needed this day. Let us go!"
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
GM Roll4initiative wrote: Regarding taking 10 on the skill check, unfortunately, there are a lot of distractions going on and everyone's under a lot of pressure because you're preparing for a siege. It's a straight up die roll.
You have gotten five out of six tasks so far. There's actually supposed to be only enough time to do three or four of them.
Hopefully this was a yes to aiding with the wards. If not, disregard my post.
Will also go for the potion of Fly. Thanks for the suggestion!
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HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
"Say, I will check if they need help with the wards." Zac says as he does just that.
Knowledge(religion): 1d20 + 3 ⇒ (20) + 3 = 23
"Not that I am an expert or anything, but I think this rune here is reversed. Let us fix that, shall we?" He says affably as he helps shore up the wards.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius brightens as he greets his comrade in Skald, "Heil, Skajja! Well and merry met indeed." He holds up a finger, prompting her to wait a moment as he snaps a tankard free from his belt and pours from a small ale barrel he pulls from his pack. "Fortification, perhaps? A toast to fair Absalom, long may she stand." He says, offering Skajja the drink.
Feel free to decline, he will just drink it himself. XD

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Cordula wrote: I don't recognise them, either, so I posted a message on Warhorn, in the Discussion section of this game. Everyone signed up for this game should get it via email.
And there's still a chance of their cleric being trained in Knowledge (arcana or religion), Spellcraft, or Use Magic Device...
Thanks for that, the email notification is what got my attention. I wasn't expecting things to kick off before today. I first set up Warhorn for an in person event so it had my actual name rather than my online moniker. ^_~
I was working fast when I made my post so I failed to note what goals still needed attention and just went with the highest skill bonus. Since we're delayed due to board instability, can I try the Warding now? And if so, is it ok to take 10?
As for the potions, I agree 2nds for everyone is preferable. Any hints on what would be good picks, GM?
Also, I do have a pin for reroll.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Apologies, very busy/bad weekend for me. Will get caught up early tomorrow.
A sturdy looking fellow with long dark hair drifts along in the energetic wake of the others. Based on the shadowy circles beneath his eyes, the ornamental tankard that hangs at his belt and the light scent of ale that surrounds him like an aura, you suspect a long night of libation is the cause for his sedate steps.
Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12
"Here now, think of the story you'll tell over a mug or three at the alehouse tonight. I bet they'll buy you a round to keep you talking. Won't that be fun? There we are now, heads low and follow me to safety."
Roll!: 1d20 ⇒ 20 Roll again!: 1d6 ⇒ 3
Thanks much for the game!
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15
Zachorius seems puzzled by the range of reactions. "M'lady, maybe if'n ya explain what staying 'ere means for Skelg, tha others would be feelin' better about tha whole thing. As I said before, 'tis his welfare we're concerned with. If'n he be well, ya 'ave my agreement."
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
"Beggin' yer pardon, can ya give us yer name so we may tell Skelg who bekcons 'im? And if we bring the lantern through the portal, will it close and leave us trapped here?"
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius bows to the lady and puts out his own hand in a gesture for taking hers. If she gives him her hand, he will kiss the back of it in a show of deference and charm. "Please, m'lady. We are charged with curing tha man's affliction. Can ya tell us how to break tha lantern's curse?"
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
While the others look over the bodies, Zach checks out the ladder they will likely be climbing shortly.
Perception on ladder: 1d20 + 2 ⇒ (14) + 2 = 16
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Hello! Very sorry for my absence. My laptop charging cord got mangled and I lost power before I noticed it had happened. Then I had some trouble finding a replacement, but I am back online again! Thanks for botting me, SirPeter.
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zach seemed confused over the beating of the drum. "Do we 'ave a reason to be beatin' out a rhythm? Seems like 'twould draw attention to us..."
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach
Zachorius takes a few minutes to finalize his spells for the day as the others speak with Skelg and make ready to enter the painting. He fills his ceremonial tankard with ale and drinks while he prays.
Adding Bless and Resistance to his prepared spells.
Do we need to use a rope or something to get down from our ice tunnel or is it easy to reach the ship? Will we be able to reach it to get back?
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