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CrimsonKnight16

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  1. Hjallmyr rolls to resist fear. He fails and uses his inspiration to reroll. Still fails. He uses a lucky die and succeeds.
  2. Class: Wizard 6 | AC: 15 | HP: 42/42 | Prof: +3 | Init: +2 | PP: 11 | Speed: 30ft Saves: Str: -1 / Dex: +2 / Con: +1 / Int: +9 / Wis: +4 / Cha: +0 | Luck: 2/2 | Death: 0/0 Spell DC: 16 | Spell Attack: +9 | Spells Prepared: 11 | Spell Slots -- Lvl 1: 3/4 Lvl 2: 2/3 Lvl 3: 0/3 Hjallmyr squeezes past Aaliyah to get a better view on the werewolves that are going around the hill. "Excuse me, I just need to get a little closer so I can... ah, there they are." He points a finger, firing off another fireball at the pack of minions. (OOC: On roll20 I can get the four werewolves with a red circle on them as well as the southern most one with the slow icon. 32 damage, DC 16 dex save for half.)
  3. Class: Wizard 6 | AC: 15 | HP: 42/42 | Prof: +3 | Init: +2 | PP: 11 | Speed: 30ft Saves: Str: -1 / Dex: +2 / Con: +1 / Int: +9 / Wis: +4 / Cha: +0 | Luck: 2/2 | Death: 0/0 Spell DC: 16 | Spell Attack: +9 | Spells Prepared: 11 | Spell Slots -- Lvl 1: 3/4 Lvl 2: 2/3 Lvl 3: 2/3 “Um… I’ll just see myself out then.” Hjallmyr misty steps behind Aaliyah, hoping she will protect him from the angry werewolf. He shoots a firebolt at Indominus through his awakened spellbook in order to stop any regeneration.
  4. Class: Wizard 6 | AC: 15 | HP: 42/42 | Prof: +3 | Init: +2 | PP: 11 | Speed: 30ft Saves: Str: -1 / Dex: +2 / Con: +1 / Int: +9 / Wis: +4 / Cha: +0 | Luck: 2/2 | Death: 0/0 Spell DC: 16 | Spell Attack: +9 | Spells Prepared: 11 | Spell Slots -- Lvl 1: 3/4 Lvl 2: 3/3 Lvl 3: 2/3 Hjallmyr waits until the others start their attack, then lets off a fireball on the three groups of enemies southwest of Niko, just barely not catching her in the blast. He then waves his hand over his spellbook, and a spectral tome emerges from it. The ghostly book overs next to Hjallmyr, emitting dim light. He was closer to the leader than he wanted to be, but he also didn't want to get separated from his allies. He could still misty step away if they tried to come at him, after all. Ho only hoped that he could thin their numbers before the rest of the group was overwhelmed. (OOC: Hjallmyr casts fireball for 31 damage, DC 16 reflex for half, and summons his Awakened Spellbook)
  5. “Whatever we are going to do, it would be prudent to do it quickly. Perhaps those of you who are more stealthy can sneak closer. Or, I can just start throwing fire now. The element of surprise will not be ours for long, I don’t think.”
  6. Hjallmyr silently wondered why his new allies were wasting time extorting the locals when their friend had just run off on her own to fight the werewolves. He didn’t particularly care for the payout— Moonforge was plenty generous with its wages— but he also didn’t fancy a confrontation with a bunch of experienced fighters loaded up with magic equipment, so he chose to keep his thoughts to himself and pretend to be engrossed in his spell book until everyone was ready to leave.
  7. Hjallmyr buys 3 healing potions before they leave.
  8. “Since I have time to prepare my spells, I can fully commit to combat magic. Their regeneration shouldn’t be a problem, as I still have multiple castings of fireball and flaming sphere available. If all else fails, I can also use firebolt. I can also counterspell and dispel magic if there are enemy spell casters, but that will mean less fireballs. I will also need protection. I can cast mage armor and shield myself in an emergency, but even then I doubt I can take many hits. I would also like to add that I do not think it is wise to simply ask them to leave. There will be a frenzy in a couple days regardless of where they are, so if they leave then we are just pushing the problem onto someone else. We need to stop their leader.”
  9. Aaliyah continued to leave Hjallmyr speechless. Was that a sending stone in the shape of a seashell? Best not to dwell on the specifics of whatever was going on there. “He’s responded. I’ll write out the message so we can all examine it.” He wrote out Tel’s response beneath his message, this time in a deep green ink. Kirit was right. The odds of this being resolved peacefully were looking pretty dismal. He had no idea why they’d be re-biting each other, but he was sure it wasn’t good. “Does anyone know who this ‘Howling Knight’ is. Perhaps we can play on his desire to be the alpha with a challenge of our own. If we can convince him to fight us on even terms for control of the pack, then we may not have to worry about fighting all of them. He may not be able to turn down a direct challenge in front of everyone. It will still be a risky gamble, however.”
  10. “I’m worried if we ask too many questions he won’t have enough words to respond. However, you know him better than I do, so if you think he can manage it then we can try.” Hjallmyr wrote out Murdain’s version of the message beneath the first, adding some words of his own. Help coming. Your jailers’ intents and motives? Why kidnap you? Be reasoned with? True werewolves? Have holy symbol? Best time to attack? 25 words. “There. Any other suggestions?”
  11. “Perfect. Now, our words are limited, so let’s decide on what to say before I cast the spell.” Hjallmyr pulls a sheet of paper from his bag, then with a flick of his wrist a quill appears in his hand. He does not dip it in ink, but as he touches it to the paper, silvery words appear on the page. Friends coming to help. Need information on bandits and their intentions. Why do they need you? Can be reasoned with? 25 word response maximum. “How does this look to everyone?”
  12. “Ah, I’ve just had an idea. If you all could adequately describe this Tel person, I could prepare a sending and try to speak with him. The message would be 25 words or less on both ends, but we may be able to figure out more about these bandits’ intentions.”
  13. Class: Wizard 6 | AC: 12 | HP: 42/42 | Prof: +3 | Init: +2 | PP: 11 | Speed: 30ft Saves: Str: -1 / Dex: +2 / Con: +1 / Int: +9 / Wis: +4 / Cha: +0 | Luck: 2/2 | Death: 0/0 Spell DC: 16 | Spell Attack: +9 | Spells Prepared: 11 | Spell Slots -- Lvl 1: 4/4 Lvl 2: 3/3 Lvl 3: 3/3 “While I agree that a diplomatic solution would be more agreeable, I have to remind you that these are bandits. They are unlikely to honor any agreement we make, if they even try to talk. Unfortunate as it is, eradication is the likely end no matter what option we choose. As for an ambush, if we could use the terrain to lure them into tight quarters where they will be forced to group up, fireballs will be just as effective as silver.”
  14. Class: Wizard 6 | AC: 12 | HP: 42/42 | Prof: +3 | Init: +2 | PP: 11 | Speed: 30ft Saves: Str: -1 / Dex: +2 / Con: +1 / Int: +9 / Wis: +4 / Cha: +0 | Luck: 2/2 | Death: 0/0 Spell DC: 16 | Spell Attack: +9 | Spells Prepared: 11 | Spell Slots -- Lvl 1: 4/4 Lvl 2: 3/3 Lvl 3: 3/3 Hjallmyr sorted through his spell book while they talked, absent-mindedly chewing on a piece of toast. “If there’s about to be a full moon, then I doubt they will be open to negotiations. We will probably end up fighting them one way or another. Is there a place we could lure them into a trap? I have spells for attacking several enemies at once.”
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