Iggwilv

Zarena's page

239 posts. Alias of Zanbabe.


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Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena moves up behind the wolves and targets Green with Acid Splash.

Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 (Hemlock Banner)
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena takes note of the patches they are avoiding, in order to be wary of possible traps, but for now, she targets Red with Acid Splash.

Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 (Hemlock Banner)
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena sees the perimeter patrol getting close, and she casts Expeditious Construction to give the non-melee party members some cover.

Only ten feet long at this level, so shouldn't impede anyone too much, but I think we need to fight the two headed for us before we do anything else, and thought it might help since this particular fight is going to be a little extemporaneous.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Agreed. I wish we knew more. Let's attack as soon as they send another group out... or at least once it gets out of range so they can't come back to help. And maybe we should pick some off with arrows before wading into the middle of camp? We need a strategy that protects our smaller numbers, since we can't match them damage for damage without destroying ourselves.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Do we wait, hoping they send out a larger force, and then take those left behind... ambushing them when they return? Or do we think that we can take them all now? That bugbear keeps pointing towards the forest, so I am hoping they are going to send a bigger group out.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena throws a glob of acid at red.

Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 (Hemlock Banner)
Damage (Acid): 1d3 + 1 ⇒ (3) + 1 = 4

Once the battle is done, she starts searching the bodies for anything useful, and says "Two ambushes from the same place. We should probably move now." "Should we go back and scout again, or just move further in?"


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

I'm unclear from the dialogue which enemy is running. DM post says Green is prone, so not sure if he got up and is now running, or if it is red.

Zarena moves and lobs a ball of acid at the enemy that is trying to get away.

Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (Hemlock Banner)
Damage (Acid): 1d3 + 1 ⇒ (1) + 1 = 2

Ha ha. That is likely a miss even with ranged touch, so probably doesn't matter.


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Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena wants a longbow and arrows for sure, so she takes those off the bodies before moving back to wait.

Zarena lobs a ball of acid at Green.

Acid Splash (Ranged Touch): 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 (Hemlock Banner)
Damage (Acid): 1d3 + 1 ⇒ (1) + 1 = 2


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena replies Whichever group is smaller sounds good.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Search the bodies, hide them, cover the tracks?

Zarena starts searching the nearby bodies for anything useful.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

It was just one at a time when I was watching.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena moves 30 feet east and uses a wand of magic missile to hurl energy at the fleeing hobgoblin.

MM Damage (force): 1d4 + 1 ⇒ (1) + 1 = 2


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena launches a ball of acid at Yellow.

Attack (Acid Splash -- Ranged Touch): 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 (Hemlock Banner)
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena launches a ball of acid at Green.

Attack (Acid Splash -- Ranged Touch): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 (Hemlock Banner)
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena takes Gronhilda's advice and stays high, but close enough to see in the failing light.

She shares her plan to shoot as soon as they all pass the boulders, to make sure none of them can run back and warn the others.

Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena responds

I've noticed that there are two hobgoblins and a bugbear that leave camp to scout every few hours. What if we ambush that group first in the forest, giving us a smaller battle to start with? We're going to have to face the whole camp at some point, but if we can whittle them down a little, it seems more possible.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Survival: 1d20 + 1 ⇒ (8) + 1 = 9

Zarena is frightened, very unsure about whether they can deal with this problem. Their only chance would be if you could somehow trap them in there and burn them out, or rain down death on their heads. She wishes she knew a good fireball spell. She looks for some way that their small group could take down a whole camp.


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Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena explains that one set of crossbow bolts is slightly magically enhanced, that the jade belt grants a boost to the wearer's constitution, and that the white stones are temporary protections to vital organs, but only work for a week and can't absorb a lot of damage.

I can't tell on the rest of them, sorry, but I can try again later perhaps. It's not always easy to concentrate for long periods of time with this sort of thing. I either get an idea within the first few minutes or not at all. You have to let go and come back later with a fresh perspective.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Oh, sure. I can do that.

Zarena checks the magical items in their inventory, hoping to find something that will assist them in going up against the scary bad guys.

Spellcraft (Cool crossbow bolts): 1d20 + 10 ⇒ (10) + 10 = 20
Spellcraft (Crossbow bolts): 1d20 + 10 ⇒ (9) + 10 = 19
Spellcraft (Rusted Light Shield): 1d20 + 10 ⇒ (6) + 10 = 16
Spellcraft (Buckler): 1d20 + 10 ⇒ (2) + 10 = 12
Spellcraft (Jade belt): 1d20 + 10 ⇒ (14) + 10 = 24
Spellcraft (White stones): 1d20 + 10 ⇒ (11) + 10 = 21

These are all yellow-highlighted things from the loot sheet, but left off the cloak because I don't think I can check it again this soon after failing.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena smiles.

Thanks.

Then she goes back to making preparations to go.

Yep, up to 18 now. :)


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

I'm in. But I'm also still wounded. If we're going now, I'll need to stay back during any battle and maybe just use a wand. You can take Sitka with you though... he's been very well behaved, and he's growing into himself. He might be of use along with the other wolves.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena does as instructed, and starts dragging the bodies away so they won't disturb the refugees.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

When it is her turn to look at the map, Zarena studies it.

Knowledge Local: 1d20 + 4 ⇒ (12) + 4 = 16

It looks like a route through the forest. This looks like a camp. I think we can find it.

Just to make sure that we have it figured out, in case the Geography check didn't work. Not trying to follow it yet. :)

We should get the refugees into the caves first though, so they have a defensible place to stay.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

After casting detect magic and discovering them, Zarena tries to identify the magical items that Fahrak was wearing.

Spellcraft (Breastplate): 1d20 + 10 ⇒ (12) + 10 = 22 (pass)
Spellcraft (Cloak): 1d20 + 10 ⇒ (3) + 10 = 13 (fail)


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena, surprised to still be alive, retracts her fangs and retreats with Sitka and Verity, hoping to stay alive while her friends finish Fahrak.

Without letting it show on her face, she wonders if Fahrak's prediction is correct, and if there is anything they can do about it. At least the caves would provide better defense.


1 person marked this as a favorite.
Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

If Zarena dies here, which very easily might happen, you can just adopt the cub (I named it Sitka, but you can change it if you want). If not, we can work it out in character, even having a conversation with the wolves maybe, and Sitka can opt to travel with you because he doesn't like snakes or something. :)


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

If you want another wolf, there is also Sitka, the wolf pup we saved. I think it was brought into the story to be my familiar, but my build requires a serpent familiar. Might make more sense for the feytouched archetype, and also that Pawnies has been watching over it a bit.

Definitely not needed, but just an option, if you want.

Also, since I can talk to almost any animal with my bloodline arcana (Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language) using Message, and can use Speak with Animals at will, with reptiles only, makes sense that we could negotiate with almost any animal, at least on some level, if we come across them fleeing from the Legion.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

You'll be a corpse long before that happens, betrayer.

Zarena, mostly just to freak him out before he hits her again and she dies, has Verity bite him, and she instantly grows fangs and bites him too.

Verity: Bite
Attack (fangs): 1d20 + 5 ⇒ (5) + 5 = 10
Damage (bite + poison): 1d2 - 2 ⇒ (2) - 2 = 0 Poison Fort Save DC 9

Verity's poison: save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Zarena: Bite
Attack (fangs): 1d20 + 3 ⇒ (3) + 3 = 6
Damage (bite + poison): 1d4 + 1 ⇒ (3) + 1 = 4 Poison Fort Save DC 13

Zarena's Poison: save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save).

Wow. Dicebot has sealed my fate. I was hoping for at least one of those to go through so he could worry about what kind of scary death my snakes would bring. :)

Sorry, but I'm thinking no hemlock banner bonus for everyone else either because we were trying to pretend to be something else, so Zarena wouldn't have it out.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Yeah, doesn't matter that much. We're going to have to kill him at some point, but it would be cool if we could get some information first.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena casts Hypnotism, saying Worry not, all will be explained. There was a mix-up before these were... "converted" to our side, and I was sent for the others. Answer the question, and I'll lead you straight to Ighiz.

Since he seems to be giving us time to respond, I'll try this spell I got for free with this bloodline. Never used it before, but it seems like it might help him actually respond. Also rolling bluff again since he is suspicious.

Bluff: 1d20 + 18 ⇒ (13) + 18 = 31


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

I was thinking that they were there, but hopefully saw that we were handling it. Either way though, if he follows the group (just us), we have to still get the refugees there. Will one of them be okay following behind? But if they haven't seen Fahrak, then that could freak them out. Not sure we should just leave them out here though.


1 person marked this as a favorite.
Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Since he is riding behind, Zarena will cast message, only pointing to members of her team and whispers

Let's get him to the caves and then ambush him there.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena sees that her allies are not ready for the signal to attack yet, so she says

Perhaps you would accompany us to the sacred caverns so we may speak more freely?


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Serpentine Sorcerer 4

BAB +1
Will Save +1
HP = 3 (half) + 1 (con) = 4

Second Level Spell: Summon Swarm

Skills: +8 -- Bluff, Diplomacy, Knowledge Arcana, Perception, Spellcraft, Handle animal, Knowledge History, Knowledge Local

Verity:

Up to 10 hit points

Other familiar minor changes that I haven't gotten to completely yet, but since I use her as a passive assistant rather than having her attack or anything, shouldn't matter... and if I do have her do anything else, I will either update at that point, or just use current stats.


1 person marked this as a favorite.
Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena moves Verity from her wrist to her shoulder, and then steps forward to talk to the hobgoblin, hoping that it will give time for someone to circle around and block his escape, as well as time for the non-combatants and the fighters to arrange themselves for maximum protection. Allowing this one to leave and bring word of their presence would be disastrous.

She adopts the bearing of a noble servant,

Greetings Fahrak. I am Zarena, Speaker-to-Snakes, also ally to the Children of Stone. These the Children have invited to dine, and to serve those below, in exchange for protection. I am sent to lead them to the divine caverns.

Hoping that Fahrak will get the message that these hapless villagers are meant for a troglodyte stewpot, Zarena pauses, letting her Aasimar nature work its magic and convince him to believe her.

Bluff: 1d20 + 18 ⇒ (10) + 18 = 28

Note: Leveling up now, and that roll represents the level-up, just in case you see this before my post in the discussion area is complete.


1 person marked this as a favorite.
Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena looks around for any snakes or other reptiles that she can talk to that might be willing to spread the word and scout the way for them.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Sorry... it might take me till the weekend before I have time to level up. Work is crazy. I'll just play with my current stats until then, if that is okay.


1 person marked this as a favorite.
Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

I just meant that we should encourage the refugees to get ready as soon as possible, and go with them, but be ready to protect them and obscure our back trail. We should definitely stay for the night.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Should we just leave as soon as possible, and work on being ready to kill any scouts and to obscure our back trail as much as possible? I kind of feel like we've used up all of our luck keeping everyone hidden thus far, and I don't want to wait any longer than we have to.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena gratefully goes in to get some food, but when they get together to discuss the plan later she asks

We saw a lot of human tracks on the way back... was that you?


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Well, should we get the rest of the group and bring them here, then?


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Good point, but could be something else in there, since we haven't searched/disturbed it, so probably worth a look in any case. I just hope it doesn't reanimate. :)


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarana moves up to see the puzzle. That's a clever solution. Hopefully it will work.

She backs up around a corner when it is tried though, just in case.


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Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena nods, making sure the animals are okay, and after she gets over her sickness she assists in searching/looting the bodies.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Sorry, got it wrong last turn, but Sitka is 13/13 now, and added him and Verity to my stat line.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Seeing that both wolves are stable, Zarena leaves them resting out of harm's way and ducks back out so she can see well enough to use the wand again, aiming at Red, the only one she can see.

Magic/Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2

3/12 charges used -- 4/10 rounds of sickened

Sitka the wolf cub 3/10 HP


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Seeing Pawnies go down, Zarena picks him up gently and moves with him out of the area of devastation.

Can't move far at half-speed, but out of the area of effect in case it happens again. I don't have stabilize or anything that could help Pawnies further. I don't have the healing wand either, just some wands that no one else could easily use. I do have a healer's kit and I can try that next round.

I think that Verity the Viper (my familiar snake) might be okay since I am carrying her wrapped around my wrist, and hopefully Sitka the wolf cub has also been riding around in a bag or pocket somewhere, since we haven't been letting him run around... but it is the GM's call. If Sitka is affected, he is down to 3 HP, and if Verity is affected, she risks permadeath as well at -3/7 and 8 constitution.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena uses the wand again, aiming at Blue.

Magic/Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5

2/12 charges used -- 2/10 rounds of sickened


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Fort Save: 1d20 + 3 ⇒ (7) + 3 = 10 (fail)

Zarena feels sick, but she uses one of the wands of magic missiles, aiming at Blue.

Magic/Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2

1/12 charges used -- and not a weapon, so I don't think I have to take the -2 for sickened, right?


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Zarena smiles at Grym's plan and watches to see what happens when Gronilda throws one of the stones to the scorpion.


Map | Loot | NG Female Aasimar Serpentine Sorcerer 4 | HP 18/21 | Verity 10/10 | Sitka 13/13| AC 12 / T 12 / FF 10 | Fort +3 / Ref +4 / Will +6 | CMB 3 / CMD 15 | Initiative +2 | Perception +11/+13 | Darkvision 60 feet | Acid / Cold / Electricity Resistance 5 | Fangs 6/6 | Heal 1/1 | Spells L1 3/5

Perception: 1d20 + 12 ⇒ (6) + 12 = 18

Zarena notes that there used to be minerals and gemstones in this room, but they have all been removed in a weird way... hollowed out somehow rather than traditional mining.

She tells the others, in case it is information that anyone else can use.

She takes a cautious step towards the gemstone scorpion, wondering if it is trying to communicate, but stays out of reach of its stinger (or what she thinks is out of reach).

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