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Terran

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Posts posted by Terran

  1. Brother Christo Vanleaf, Grey Elf Bard-Cleric

    spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  _____________________________________________________________________________

    Even though ancient and intricately worked, the restrictive character, unnatural air, and cold stone nature of Dwarven architecture was not one of Brother Vanleaf's favorites, yet the vastness of this underground chamber was a sight to behold even if it did pale in comparison to the high oaks, fresh air and dancing waterfalls featured in Elven construction.

    However, to the Elven holy man it also looked like a great place to stage a massive ambush as well! Moving forward with his loaded bow, Christo is ready to provide cover-fire for his colleagues as we explore forward into the unknown.

    Whispering, the Priest says, "Seems suspicious. I recommend caution, watching and listening before action, and then maybe checking for traps."

    Falling silent, Father Vanleaf follows his own advice and quietly watches and listens for the sight or sound of movement or anything unusual in the room ahead or surrounding area, including looking up at the vaulted ceiling as well as the minister waits on the sneaky folks to attend to their specialties to help secure the path forward.

    Show Mechanics

    Move:  

    Standard Action:  

    Free Action: 

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    Continuing Effects: None

  2. Sister Elektra. Healer & Elementalist

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=16 / HP=15/15 / Init=2 / Saves: Fort=4, Reflex=2, Will = 6 _________________________________________________________________________

    When Shade offers the injured Captain wine, Elektra holds up her hand and stops him saying in a soft and gentle voice with a sincere smile, "During my examination, my healing skills clearly indicate that Captain Stormborn's numerous injuries are primarily abdominal."

    "As such, she must only drink clean pure water, anything else can cause 'peritonos' to set in."

    "Ummm....that's the Dwarven word, how you say, gut infection."

    "No alcohol or even tea for belly injury," she adds for clarity while silently wishing that her medical knowledge had a more common, professional reference point as she stumbles a bit with the exact translation.

    After assessing the Captain one more time to either ensure that the slow healing is working or alternatively that she is still close to dying, then the Dwarven holy woman will determine if a potion, spell, or other cure, if any, is indicated as the next proper course of treatment, while her colleagues piece together the cryptic words of the severely ill woman.

    Show Mechanics

    Please note that the information about the Captain's injuries come from the DM.

     

    Free Action:   

    Move:  

    Swift Action:   

    Move Action:   

    Standard Action:  Take 10 on Healing Check of Captain for a HEAL CHECK 19 - Progress after the +11 points of curative magic.

    Continuing Effects:  None

  3. Sorry, when I posted I was tired and in a rush.

    I do not mean dispute or argue with them, which was not clear when I re-read my post above. 😕

    I meant ignore their words and rephrase them with softer words that we choose.

    ____________________________________________________________________

    For example, when they state a demand for blood, twist it to something else, like maybe, "Possible blood split against your clan is the only reason we come forward."

    When they say trespass, we counter with "In fact, we paused our hunt to deliver 'this' information to you, without obligation or expectation."

    _________________ ________________________________________________

    Then let them respond, which will likely be something akin to "what information?"

    Only if we are pressed for more information about why we are here, then use something like a simple statement of truth that reveals basically nothing specific, such as, "Tracking the path of an Ankeg who has taken one of us."

    ______________________________________________________________________

    Until we know their demeanor and intentions, I think "Less is More," and agree try, at least in the beginning, to avoid direct references to the witch or anything but the bare minimum facts.

    If we stick with the truth of a hunt and a discovery of information potentially concerning them and that we paused our hunt to come forward, we do not have to roll bluff checks and their sense motive checks will reveal we are being truthful in terms of game mechanics.

    Essentially, since we are telling the truth, in the storyline our body language, voice intonations, eye contact, etc. will indisputably indicate truthfulness, including any magical examination, if they have the capability.

  4. Raze Nae' Aire, Unchained Tiefling Rogue

    spacer.pngQUICK STATS:  AC=23, Touch=14, FF=19 / HP=38/38 / Init=4 / Saves: Fort=5, Reflex=11, Will=5

    _______________________________________________________________________

    Silently stalking through the dead streets of the Necropolis, Raisin safely leads the party past several groups of undead thanks to her stealth abilities and Anhotep's prayers.

    From the positioning of the undead, it's obvious that they are being jointly controlled by a higher power, most likely a Necromancer who is using the mask which the group suspects was stolen from the ruins.  

    However, when Raze catches a glimpse of an uncountable hoard of undead packed tight around the front gate presumably as guards, the Tiefling holds up her fist and quietly falls back to the group whispering about what she observed.

    Thereafter, once again the rogue takes the lead and quietly sneaks the party around the mob of abominations, so they remain concealed and out of hearing just in case, and then she sets her course back directly on a path back toward the dark folk which is the group's original destination.

    As Raisin silently sneaks forward through ruined streets and alleyways leading the party forward, the pickpocket keeps her eyes and ears focused on the immediate surroundings watching and listening for the sight or sound of movement or anything unusual.

    Mechanics

     

    Standard Action:

    Swift Action:

    Move:  

    Move Action:

    Free Action:

     

    Continuing Effects: Hide from Undead (From Anhotep)

    OOC

    Quote

     A get of wrought iron stands in the western wall.

    A "set?"

    A set of what made of wrought iron? Weapon stands?

    or is it a "gate" of wrought iron?

  5. Father Wilwick Bramblemane, Halfling Cleric

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

    Wilwick whispers saying, "I'm mostly spent as well for the day and could use some rest until morning, however I do have enough resources to allow us to continue our exploration."

    Continuing in the same lowered voice, the diminutive Halfling Priest adds, "Hopefully we can find a safe place soon, but if all else fails we can fall back to areas that we have already explored if necessary."

    "Furthermore, the arch leading to a stone wall seems strange. I recommend checking it for traps before searching for any secret or concealed doors," the holy man adds.

    Moving to the smaller two Demon mouth passageways, Wilwick stands to the side using it as cover as he peeks through the pair of openings and listens for the sound of movement or anything unusual.

    Mechanics

    Swift Action:

    Free Action:

    Standard Action:

    Move Action:

    Contingent Move:  

    Full Round Action:

     

    Continuing Effects:  None

     

  6. Clairese has committed not to speak during the initial negotiations.

    Perhaps their demand for blood could be satisfied by the blood and marrow of the fallen body we brought.

    And maybe bringing them the messager's scrolls/papers is a delivery not a tresspass, which is defined as refusing to leave if asked which we could volunteer to do as a show of good faith.

  7. Ulfgrim Ironhide, Warrior from the North

    spacer.pngULFGRIM IRONHIDE - Northern Barbarian

    QUICK STATS:  AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6

    _________________________________________________________________________

    While in the camp, Ulfgrim engages in his daily routine of waking early to engage in martial exercises and weapons training with the rising sun, followed by a wash and hearty breakfast.

    In fact, sine the Barbarian had arrived the big eater naturally migrated to the kitchen of the camp and the cook who ran it, Gunnhild, whom Ulfgrim takes the time to befriend.

    Being the youngest boy and nearly the youngest child of seven, Ulfgrim was no stranger to cooking and k.p. duty having helped his mother and sisters during his youth in the family kitchen.

    Thus, Ulfgrim knew full well how important the cook is to any family, clan and army, and as such he gave Gunnhild his full respect.  At first, the huge warrior introduced himself and them immediately made himself helpful by sharpening all of Gunnhild's cook knives and cleavers each to an edge rivaling that when they were brand new.  

    Having duly impressed the cook, Ulfgrim was rewarded with a handful of sweet breads which was enough to encourage the Barbarian to help Gunnhild more and more around the camp kitchen when the trained carpenter wasn't busy working to help to improve the camp's outer defenses.  

    Thus, while hauling and burying the kitchen garbage, washing down the tables, cleaning pots, dishes and utensils, or even helping to peel potatoes or cut meat from time to time, the entire period that the lad worked he mostly listened while Gunnhild talked and talked.

    Furthermore, in addition to gathering information from the men working on the wall, Ulfgrim learned the most from Gunnhild without prompting the cook, after all she had been around longer and seen more than most in her many years of service and knew far more than many of the men in the camp.

    And so it was, Ulfgrim let Gunnhild talk about any subject, never steering the conversation into anything private about her extended clan family, but every now and then prompting, without pressing, the cook to speak of what they found upon their arrival, what beasts have attacked her people in connection with repair work on the defenses, and any hints as to their goals on this desolate island, which later topic he will exercise extreme delicacy.

    Mechanics

     

    Free Action:

    Move Action:

    Swift Action:

    Move:  

    Standard Action:

    Continuing Effects: None

  8. Kassandra, Arcanis Phisitian, Humanoid Outside, Wizard/Saint

    spacer.pngQUICK STATS:  AC=27, Touch=19, FF=25 / HP=29/29 / Init=2 / Saves: Fort=9, Reflex=7, Will = 12 __________________________________________________________________________

    Kassandra frowns when the pair of wolfmen taunt the party claiming that the ceremony they had hoped to interrupt and stop was in fact completed and that the god, Malar, was here to deliver them.

    However, the saintly arcanist noticeably flinches and scowls when Clem confirms through the mental link that the god is there, and she wishes us farewell should she not make it safely out.

    Thinking through the link, 'Stay alive! Try to come back to us if you need healed! We're coming! This isn't over yet,' the magician thinks actively through the link knowing that even a half-god could sweep them aside with a whim.

    Calling out to the villagers and her colleagues, Kassandra yells, "Their god is coming, and our friends are falling! They need us! Press forward and strike down our enemies," she yells while leveling and then firing her loaded crossbow at one of the fleeing enemies upon whom she has a line of sight!

    Holding her discharged crossbow in one hand, the holy arcanist draws a twisted willow wand from her fancy bandolier as she races forward as fast as she can to reach Jezira and heal her wounds next so that she too can join the fray and try to end this madness being unleashed upon the world as we know it.

    I sure hope you and your sister are watching this father, Kassandra thinks to herself as if was able to speak to her godly relatives.

    Show Mechanics

    Magic Circle Against Evil & Globe of Invulnerability, Lessor

    MAGIC CIRCLE AGAINST EVIL - Abjuration [Good]
    Level:  Clr 3, Good 3, Pal 3, Sor/Wiz 3 
    Components:  V, S, M/DF 
    Casting Time:  1 standard action 
    Range:  Touch 
    Area:  10-ft.-radius emanation from touched creature 
    Duration:  10 min./level 
    Saving Throw:  Will negates (harmless) 
    Spell Resistance:  No; see text 

    All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. 

    This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. 

    A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. 

    You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. 

    A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. 

    This spell is not cumulative with protection from evil and vice versa.   Arcane Material Component:  A little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded. 

     

    GLOBE OF INVULNERABILITY, LESSER - Abjuration
    Level:  Sor/Wiz 4 
    Components:  V, S, M 
    Casting Time:  1 standard action 
    Range:  10 ft. 
    Area:  10-ft.-radius spherical emanation, centered on you 
    Duration:  1 round/level (D) 
    Saving Throw:  None 
    Spell Resistance: No 

    An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. 

    Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.  If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.  Material Component:  A glass or crystal bead that shatters at the expiration of the spell. 

    Free Action:   Speak, Mentally Communicate, Draw CLW Wand from MW bandolier

    Swift Action:   

    Move Action:   

    Standard Action:  Fire Light Crossbow at closest enemy using Silver Tipped Bolt with Bless bonus and Guidance bonus

    Move:  Move 30 feet toward Jezira

    Continuing Effects:  Bless on all Allies (+1 morale bonus on Attacks and Fear Saves for 5 minutes), Guidance on Clem (+1 competence bonus on one attack, save or skill check for 2/10 rounds); Guidance on Kassítira (+1 competence bonus on one attack, save or skill check for 4/10 rounds); Guidance on Eustice (+1 competence bonus on one attack, save or skill check for 5/10 rounds); Protective Aura all Allies within 20 feet - (Nimbus of Light 20 ft. radius, double-strength Magic Circle Against Evil, Lessor Globe of Invulnerability cast as 7th level cleric until dismissed)

  9. Raze Nae' Aire, Unchained Tiefling Rogue

    spacer.pngQUICK STATS:  AC=23, Touch=14, FF=19 / HP=38/38 / Init=4 / Saves: Fort=5, Reflex=11, Will=5

    _______________________________________________________________________

    Raze nods affirmatively and whispers, "Thank you," when Anhotep casts a concealment magic upon the Tiefling that will allow the group to operate around mindless undead without the need to engage in direct interaction with such abominations as they explore.

    Once the goal is established to reach the dark folk as the next part of the team's mission, Raisin quietly nods at the group and whispers, "Follow me. Same hand signals as normal," the rogue adds in the same lowered tone of voice.

    Next, the burglar silently sneaks forward as she leads the party through the rubble and out on the empty throughfares of the Necropolis and keeps her eyes and ears focused on the immediate surroundings watching and listening for the sight or sound of movement or anything unusual.

    Mechanics

     

    Standard Action:

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    Free Action:

     

    Continuing Effects: None

  10. not sure what you mean by interpreted my post.

    I didn't see any new posts.

    I guess all this is discussed in discord.

    I didn't have time to read the discussions there, I just posted on discord during a break what my myth post was about.

    So to be honest, I have no clue what the plan is or anything posted on discord.

    I will look at it. Just swamped and wore out. Was up from Wednesday morning to Thursday night handling an emergency T.R.O.

  11. Father Wilwick Bramblemane, Halfling Cleric

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

    Wilwick uses his curative wand to heal the last of Camlann's wounds, restoring his flesh to its original condition other than an itch which will begin to quickly fade in the coming moments.  "Praise the gods!"  

    "Yes, let's explore forward and finding a good place to rest is a wise idea given the late hour," the diminutive Halfling Domain Priest adds with a smile as he stows his wand and arms himself with his loaded sling ready to move out.

    Mechanics

    Swift Action:

    Free Action:

    Standard Action: Use Cure Light Wounds Wand on Camlann

    Move Action:

    Contingent Move:  

    Full Round Action:

     

    Continuing Effects:  None

     

  12. Even though I mentioned this on Discord, please do not interpret my post to mean that Ulfgrim is going to start a battle.

    It's more of a post about his thoughts and emotions, with the only action taken being a scowl and slight momentarily shifting of his weight from one leg to the other (or a slight non-aggressive barely noticeable flinch)

  13. Ulfgrim Ironhide, Warrior from the North

    spacer.pngULFGRIM IRONHIDE - Northern Barbarian

    QUICK STATS:  AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6

    _________________________________________________________________________

    Ulfgrim finds the young man representing the Ormrung Clan in his father's absence slightly insulting and quite demanding, but he assumes the bravado is the product of the fact that their encampment is outnumbered and tactically vulnerable.

    Further, Ulfgrim considered it unwise, at best, for Sigard to have ignored the presence and request of Vilrun when the witch asked about the Ormrung Clan's Völva. However, the huge Barbarian knows full well the pressure of familial competition and how it can drive actions and conversations in unusual ways.

    Thus, for now the warrior instead chooses to look past the few slights and focus instead on the terms being offered, as well as the lad's extension of his hand as a gesture of trust which Ulfgrim notes and appreciates.

    But when Sigard requests our agreement that no one will be allowed to leave the camp, Ulfgrim Ironhide silently thinks to himself, That would mean that we cannot both keep our word and also complete our mission.  Well that certainly won't work, the warrior mentally muses to himself.  

    However, when Sigard demands that we leave as soon as our ship is repaired, which is clearly contrary to the orders of our Jarl, Ulfgrim shakes his head in the negative knowing that there was no way we could ever agree to such terms, especially since such would be tantamount to defying the instructions from the leaders of our Clan.

    Thus, when the Skald, Hjarlof Hornblower, takes it upon himself to unilaterally accept such outrageous terms, Ulfgrim nearly explodes as he scowls and slightly shifts in his stance getting ready to speak out against Sigard's demands, the primary terms of which are in direct opposition to the orders of his Jarl!

    However, the massive Barbarian suppresses his anger and does not speak, and that's only because Hjarlof immediately discloses the true nature of our mission to Sigurd in an obvious attempt to garner a novation in the terms of the parley, an act that temporarily stays Ulfgrim's hand and tongue.
     
    Nonetheless, now the fate of the mission, and the very lives of these Ormrung, will depend on whether Sigurd can see reason and grant Hjarlof a crucial exception to the flawed agreement which commits the Clan's contingent to leave the island as soon as the ship is repaired without being able to start their mission, or whether the Barbarian's Axe would instead resolve the negotiations in an entirely different way!

    Mechanics

     

    Free Action:

    Move Action:

    Swift Action:

    Move:  

    Standard Action: Readied Action to move, draw weapon as part of a move action and attack should hostilities break out

    Continuing Effects: None

  14. Ulfgrim Ironhide, Warrior from the North

    spacer.pngULFGRIM IRONHIDE - Northern Barbarian

    QUICK STATS:  AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6

    _________________________________________________________________________

    For a man of his immense size, Ulfgrim Ironhide gracefully exits the skiff in one simple fluid motion to take his place silently standing several paces behind Hjarlof Hornblower who is acting as the current spokesman for Clan Hvítabiôrning in the beginning of the parley.

    Not bothering to introduce himself for now, Ulfgrim keeps his focus on the present situation and veracity of the negotiator for the opponents as the tall and wide warrior stands guard, albeit with his weapons stowed but within easy reach should they be needed.

    However, for now Ulfgrim does not outwardly display any emotions and instead he merely keeps his eyes and ears focused on the surrounding environs watching and listening for the sight or sound of movement or anything unusual, especially paying attention to what is occurring behind those assembled on the pier.

    Mechanics

     

    Free Action:

    Move Action:

    Swift Action:

    Move:  

    Standard Action: Readied Action to move, draw weapon as part of a move action and attack should hostilities break out

    Continuing Effects: None

  15. Sister Elektra. Healer & Elementalist

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=16 / HP=15/15 / Init=2 / Saves: Fort=4, Reflex=2, Will = 6 _________________________________________________________________________

    When Elektra's simple and necessary question seems to trigger a psychotic episode in Lady Racanna, the Dwarven Priestess is loath to speak further and instead silently prays for her health and relief from these day terrors while the other continue to talk among themselves after Lady McClary is somewhat calmed down.

    Even though Elektra is a healer of some skill, she has no doubt that her abilities pale in comparison to the healing skills and rejuvenating powers that Racanna has benefited from since her injury, otherwise the minister would offer to heal the noble woman had she not fully known that such offer is of absolutely no practical consequence or help whatsoever.   

    When a friendly dispute breaks out among her colleagues regarding the timing of the art sale, Elektra listens to both sides as she silently thinks to herself, Having the pending sale is the perfect excuse to remain present in the house without it seeming unusual with respect to societal and business norms.

    Such is confirmed by Varon and is a purely logical conclusion given the fact it's highly likely that Lord Doallyn would prefer his request of the party for help in their family's internal matters to remain confidential in light of recent household attacks and political effects within the local power structures.  

    However, just as the holy woman is about to speak, suddenly the Captain of the Guard arrives with a small entourage all of whom are visibly injured which, contrary to Lady Racanna already treated wounds, is a situation Sister Elektra can remedy.  

    Pulling out a crooked oak twig and after asking permission to evaluate and then treat their wounds, after conducting her analysis the minister lightly touches Captain Anika Stormborn causing a divine healing energy to well up in the woman, slowly but surely healing the worst of her wounds over time.

    After stowing the nearly spent wand of vigor, the Elemental Priestess retrieves her masterwork healers kit which she uses to treat the wounds of the pair of soldiers escorting the Captain and then says, "That will keep you going until you can see your affiliated healers. Praise the gods!"  

    Show Mechanics

     

    Free Action:   

    Move:  

    Swift Action:   

    Move Action:   

    Standard Action:   Use Wand of Vigor, Lessor on the Captain (+11 healing over next 11 rounds). Healing skills used on the pair of soldiers.

    Continuing Effects:  None

  16. Father Wilwick Bramblemane, Halfling Cleric

    spacer.pngQUICK STATS:  AC=18, Touch=12, FF=18 / HP= 8/13 / Init=0 / Saves: Fort=6, Reflex=2, Will = 7  ________________________________________________________________________

    With Gwen's injuries now fully healed, Father Bramblemane turns his attention to the wounded Camlann as the diminutive holy man addresses the stouter warrior's overall health needs during the skirmish.

    Choosing to save his last curative spell for an emergency, instead Wilwick reaches out with a small crooked willow stick and lightly touches the injured sword-arm from behind in an effort to help cure the worst of his wounds as well.

    Uttering the word of activation, "Curo," causes a surge of divine energy to flow from the magic wand into Camlann which causes his blood loss to staunch and the worst of the warrior's wounds to begin to close and heal!

    Mechanics

    Swift Action:

    Free Action:

    Standard Action: Use Cure Light Wounds Wand on Camlann

    Move Action:

    Contingent Move:  

    Full Round Action:

     

    Continuing Effects:  None

     

  17. Brother Christo Vanleaf, Grey Elf Bard-Cleric

    spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  _____________________________________________________________________________

    Even though Brother Vanleaf was relieved and grateful to the gods that the battle was both successful and quick, however the Elven holy man had a strange feeling when the massive warriors and presumably a powerful Shaman were dispatched so easily.

    Moving to gather his arrow that missed the target, Christo pauses next to Sugrin and whispers, "Seemed kind of almost too easy? I'm not sure that anything is even amiss, but it sure feels 'off' in some way. Are you sensing anything or any nearby earth movements?"

    Once the arrow is retrieved and stowed in his quiver, the minister will help to search the room for valuables and secrets, while also keeping one eye and his ears focused on the surrounding area watching and listening for the sight or sound of movement or anything unusual nearby.

    Show Mechanics

    Move:  

    Standard Action:  

    Free Action: 

    Swift Action:   

    Move Action:   

     

    Continuing Effects: None

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