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Rakle

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  1. The Story Ignoring the exit of goblin, Nahkt hands over two scrolls. "These could be of use in the battle with necromancer" Then he gives a quick impromptu briefing: "The main entrance into the necropolis is swarming with undead. I would suggest using or finding an alternative entrance to the necropolis. " There is a mystical cult of LamiasA creature with the an upper torso of a comely woman with cat’s eyes and sharp fangs, while her lower body is that of a lion. hiding in the necropolis. From time to time, they steal townsfolk for their rituals. Some they keep as lovers. After the lover goes insane, they blind the poor soul and release him back into the city. They could be involved in these necromantic ritual." He turns to one of his attendants, and mentions something regarding a map of the compasses. "Ages ago a dozen magical compasses were installed throughout the necropolis. The compasses were designed to point in the direction of the nearest powerful source of necromantic energy. They cannot detect normal undead activity, but they should point in the direction of this artifact. It has been several dozen years since they were last used. At that time, there were only five left. Hopefully they are still five left. Later today, one of my men will bring you a map of their location." He packs up his stuff, and prepares to leave the room. Notes: Scroll 1: caster level 5. Scroll 2: caster level 9 Any questions for him. Party Status Ramad: hero pts: 2; 32/32 hp 6nl Anhotep: hero pts: 3; 27/27 hp : 15NL Raisin: hero pts 2; 31/31 hp 11nl Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp 6NL
  2. Grog the tracker Grog tries again to get unstuck... He breaks free in a burst of strength and agility. Then he jogs across the bridge to "safety". AC12 Spear d6 sling+1 d4
  3. Novia rushes back to the others. "Hide and then cover the lantern! Ms. Alice is coming, and plans to check the tunnel for us." she quietly explains. HP 12/12 AC15 Luck 12 Ref+1 Fort+1 Will+2 longsword+2 d8 Sling+2 d4 Spell Check +4 Disapproval: 1
  4. The Story Nahkt turns and snarls at the goblin. "Emotionally your are a child. Stop your whining and use your head!" The he more simply states: "I needed to know if you could finish the necromancer in fight. If you die before you get to him, that's just five more undead. The real danger is that you get to him but are unable to stop him. What happens if you make him feel fear but don't defeat him? Imagine the necromancer fleeing to the capital city and using this power in a city that has twelve-fold the number of people. Or maybe he opens a permanent gate to the negative energy plane. We need to defeat before he realizes he isn't safe in the necropolis. " Notes: Init order for Round 5: Current turns are bolded in red Anhotep Esobak 2 Round 6 Pearl Ramad Dros Raze - greasy Nahkt Party Status Ramad: hero pts: 2; 32/32 hp 6nl Anhotep: hero pts: 3; 27/27 hp : 15NL Raisin: hero pts 2; 31/31 hp 11nl Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp 6NL
  5. The Story Raisin's soul pulls slightly out of her body, and snaps back in with thump. Raisin doesn't pass up on the opportunity to escape the esobak. Dros smashes the esobak. Ramad hits Nahkt. Then Pearl fires a beam fire into the side of the esobak. Nahkt steps back. "That's enough for now. Everyone has more important things to do. " He gestures to one of the attendants "Bring the lesser summoning scroll". Turning to the group, he adds "Take a full rest to get recovered. In two days, we will begin ritual. That will give you a little over a full day to hunt down the necromancer." Notes: Officially he hasn't surrender so you could keep fighting if you want. If so it would be Anhotep's turn Init order for Round 5: Current turns are bolded in red Anhotep Esobak 2 Round 6 Pearl Ramad Dros Raze - greasy Nahkt Party Status Ramad: hero pts: 2; 32/32 hp 6nl Anhotep: hero pts: 3; 27/27 hp : 15NL Raisin: hero pts 2; 31/31 hp 11nl Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp 6NL
  6. Vesal steps forward and launches a dart at the nearest plant. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions Move 1 square west and attack X3 Stat Block M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None
  7. Flint quietly moves up, and then launches a rock at a ghoul. Flint flinches as the rock bounces off the roof of the house... Actions Move to SE of the burning corpse. Attack Ghoul 2. Stat Block Skills: Perc+9 S12 D12 C12 I12 W14 CHA 18 HP 7/9 AC17 Fort3 Ref 2 Will4 Movement 30' (20' armor +10 domain) starknife +4 attack 1d4+4 dmg x3 crit 20' range Sling (stones) +0 attack 1d3+1 dmg x2 50' range Channel 7/7 per day DC14 Bit of Luck 5/5 per day Feat: Selective channel Spells: Bless, bless , True strike
  8. Jax the IX "Oozes. Very interesting. " Jax tells himself as tries to recall anything about them. Jax begins to give a fairly standard lecture on the various types of oozes, slimes, and jellies. Then he adds " Don't let them touch you. If they do touch you, please pay attention to what they do to you. Burning is not the same as having your skin melted by acid. Accurate descriptions are important for posterity. " HP 17/17 AC20 TAC15 FAC16 CMD15; +2(AC,TAC,CMD) vs Animals. F2 R7 W4; rapier+7 d4+1;darts +6 d4+1; Song 8/9 1st 3/3 Init+4 Per+8 Dip+8 Actions Round 1 of 3 of Inspire Courage: +1 morale bonus vs charm and fear effects and a +1 competence bonus on attack and weapon damage rolls Stat Block Male N Ratfolk Bard - Chronicler, Level 2, Init 4, HP 17/17, Speed 20 AC 20, Touch 15, Flat-footed 16, CMD 15, +2 Dodge AC & CMD vs Animals Fort 2, Ref 7, Will 4, CMB +1, Base Attack Bonus 1 rapier mw +7 (1d4+1, 18-20x2) darts (8) +6 (1d3+1, x2) mw chainshirt, mw buckler (+4 Armor, +1 Shield, +4 Dex, +1 Size) Abilities Str 12, Dex 18, Con 14, Int 16, Wis 12, Cha 8 Condition None
  9. Iolana Variu "Toss these bastards back into the river of the souls". Io yells in frustration. The she gets to work. Assuming that Daegrim is good at fighting since he openly challenges devil worshippers, Io reaches out and casts a spell on Daergrim's axe. Hp 9/9 AC16 TAC11 FAC15 Chan 5/5 (DC14) Glory 5/6 F+3 R+2 W+6 (+8 charm & comp.) Init+1 Per+7 Mechanics cast magic weapon Stat Block Skills: +7 perc, heal, prof (dr); +6 diplo; +5 k. planes, ling, -3 climb & swim : +1 know planes on demon and demon cult stuff female N Human Cleric of Vonymos (Mendevian Priest), Level 1, Init 1, HP 9/9, Speed 20 AC16, Touch 11, Flat-footed 15, CMD 12, Fort 3, Ref 2, Will 6, CMB +1, Base Attack Bonus 0, Hero Points 1 Scythe +3 (2d4+1 , x4) cestus +1 (d4+1, 19-20 x2) darts (x6) +1 (d4+1, x2) scalemail, null (+5 Armor, +1 Dex) Abilities Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14 Condition None Spells: Bless, shield of faith, magical weapon light, guidance, read magic Your war-axe now has a +1 enchantment for 1 minute.
  10. Soldier 2/ Scoundrel 1 - Female HP 41/41, Condition 0 Damage Threshold 14 Defenses: Fort 14, Ref 19, Will 15 Force Points 6/6 Skills: +15 stealth (w/poncho); +10: Init, Stealth, Gather Info; +8 know tactics, mechanics; +7 perception Combat: Slugthrower: +6 2d12+1 (+1 hit/dmg 30sqrs) [47rnds] ; +2 morale bonus to next attack if enemy misses; Aosa gets the hint. She goes forth and mingles with the Jawas in attempt gather intelligence. Knowing that the Jawas trade with everyone, she tries to get an update on any changes in the local politics - especially conflicts within the criminal underworld. Actions Take 10 for a 20 on gather info.
  11. 11:57 pm (Lover's Moon W2D1) Kero finds a cheap ceramic flask in the one of pockets of the BO man's robe. The flask smells of cheap but potent booze. From Kero and Halgana can see that this man has the looks of an outdoor laborer or farmer. The lines on his face, and the rediness of cheeks isn't entirely caused by the wind and sun. For whatever reason, he has turned to drink awhile ago. The talk of orgy doesn't draw any response from the man The other man is the complete opposite. He is a dark haired varisian man that is well groomed, and a hint of cologne can be detected. He immediately warms up to Ilyrana. "I always love a woman that knows what she wants" Eliza coughs to hide a snicker and eyeroll. If man heard her, he ignore her and continues "The Feasters should be a long any moment, and then it will only be a matter of time before the fun starts." Ooc Neither detect as undead. Party Status Ulrica:88/88 hp; hero: 1 Ilyrana: 64/64 hp; hero 0 Malciar 56/56 hp; hero 2; dv90 Vergren: 82/82 hp; hero 2; dv60 Kero: 80/80 hp; hero 3 Halgana: 104/104 hp; hero 2; dv60
  12. While the others rest, Novia will take up a watch near the entrance to this large cavern. HP 12/12 AC15 Luck 12 Ref+1 Fort+1 Will+2 longsword+2 d8 Sling+2 d4 Spell Check +4 Disapproval: 1
  13. Vesal knowledge of plant life didn't go much pass the inventory of the local green grocer. "We need to get past them to enter the kobold cave. Let's use range attacks on the sleep inducing ones, and any that are poisonous. Then we shred the other ones . " Vesal suggests as she pulls out a dart. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions Stat Block M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None
  14. Fern "Here goes nothing " Fern announces as she tries to walk across the bridge. AC13 spear+0 d5-1 Grog the tracker "Stay on your toes. Don't put your full foot down. It will decrease the likelihood of getting ". Captain Obvious explains to his other team members. Of course, he is the one to get stuck. AC12 Spear d6 sling+1 d4 Slips-a-lot Rolling his eyes at Grog, Slip follows. Slips will try to help Grog get unstuck... AC12 spear+0 d6
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