This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Everyone needs to make a will save DC 16 as they hear horrible baying coming from the outside yard. The door rattles in their hand as they open it. An eerie chill fills the doorway.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Looking scared at the baying noise, Lucrezia looks like she is about to run, but manages barely not too. She looks after Andrea as she runs off, wondering whether or not she should follow her.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Are we prepared enough this time to grab Andrea to keep her from bolting?
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
We can't grapple or trip her?
I guess Truk will follow her to make sure she doesn't get into any trouble.
We didn't get everyone's location on the map before the door was beginning to be opened. Everyone was startled at the same time, she snapped. I suppose anyone next to her could try to grapple her but be warned this would be at tremendous risk to the fleeing character's sanity. Panic is an extreme condition and to prevent that person from doing so will result in sanity checks. Andrea has already had two significant sanity experiences in her life.
Lucrezia will try knocking on the door Andrea shut.
"Andrea? Are you ok? Is something bad coming to get us? What's going on?"
I'm assuming that Andrea's door would be the only one closed since after searching the rooms I would think that we would leave all the doors open. At least that is what I would do.
Scared, confused and not knowing what to do now that the sanest and normalest person in the group is now cowering under a bed in fear, Lucrezia reverts to typical female behavior for this situation. She sits down with her back to the door and starts crying.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
I didn't know we were using any sort of sanity rules. I wouldn't want to make Andrea any crazier than she already is so Truk will just wait outside the room.
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Truk's just trying to keep Lucrezia safe. Without her memories she's as helpless as a kitten.
Does the group actually want Lucrezia taking a turn at watch in her 'condition'?
I completely understand what Truk is doing and when Lucrezia gets her memories back she will likely think it sweet. Though right now, the amnesiac thinks it's creepy and that he is scary and might turn into a wolf thing again and try to eat her or hump her leg or something.
Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Zizmort gets in a room and starts communing. For the first time since he joined the group, he is dead serious and fully concentrating.
How many question does he get? Do the have to be yes/no?
School divination; Level cleric/oracle 5, inquisitor 5
CASTING
Casting Time 10 minutes
Components V, S, M (holy or unholy water and incense worth 500 gp), DF
EFFECT
Range personal
Target you
Duration 1 round/level
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION
You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Init +3; Senses Darkvision; Perception +12; AC 22; hp 28/28; Fast Healing 2; Fort +3, Ref +7, Will +8 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
baldwin the merciful wrote:
Here is Commune Spell from the PFSRD.
** spoiler omitted **
I wasn't sure of his caster level or the yes/no since it says the diety can respond in a phrase.
Male human bard 7/pathfinder savant 5: 83/83 hp, Init +2, AC 24 [touch 14, flat-footed 23], Fort +10, Ref +12, Will +11; Perception +5
Finished up work for the day and homework for the week!
Orsin will take first watch, standing at I37 so that he can see down both hallways as he does. He sings the others to sleep with his lullaby cantrip, alternating between sung text and gentle humming.
He sings,
"Sleep thou, rest you in my arms,
Sleep til break of day.
Let Sleep enfold you with all its languid charms,
Sleep, la lulla lay."
♪ ♫ ♩ ♫ ♪
"Stars shine gently in the sky,
Hidden by the light of day.
Seen on the wings of the evening butterfly,
Sleep, la lulla lay."
Lucrezia manages to peek outside outside her door to see the source of the beautiful singing before laying back down in bed and succumbing to its effects.