KerlanRayne Posted March 26 Clone Share Posted March 26 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven sees the others fleeing the area. 'It's hot, but not that bad.' As they run, they are coughing violently, and he finally realises that the air isn't breathable. Not needing to breath himself, he sometimes doesn't notice problems like that, but now their flight makes sense. "Come on Kald, we should join the others." He makes his way south behind the others, keeping to the east wall to avoid the heat of the creature. Once he's safe he takes a look at the first mirror, testing it to make sure it's actually a mirror. OOC: Nothing to see here. 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Amoren Posted March 26 Clone Share Posted March 26 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 13/23, 1 Nonlethal Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +5 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None The dragon spat out the last chunk of the mysterious creature his fangs had ripped from the beast, letting the flames that Doallyn had conjured consume the foul tasting beast with a satisfied rumble. His wings parted as he stood in, or at least quite close too, the inferno, basking in the elemental flames as his own fire-fueled nature radiated its own warmth in answer. This was pleasant, he thought for a moment, debating if he could settle into the middle of the inferno like he did with the tavern's fire place. But then the pounding in his temples, and the aching of his lungs from the lack of air reminded him of the situation he was in. He gave the area of flames one last, quick look over to see if there was anything that hadn't yet been consumed by the flames that he should fetch with him before withdrawing, before proceeding to do just that - slinking his way out of the torrent of flames covered in soot and the blackened oil he had treated his scales with that morning, leaving him a splotchy mess of cured alchemical substance and fire-proof scales. Seeing the wizard bow to the elemental giddily dancing in the still air of the corridor, he gives the creature a respectful dip of his head as well, then speeds his way to the rest of the party so he can finally silence his demanding lungs with a long breath. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted March 26 Author Clone Share Posted March 26 Lights In The Dark Given thatt Ruven is not suicidal and remains very flammable along with his gear, he ran right behind Mahdi and Saai once he saw them in motion. Once the group was behind Doallyn, who maintained his slow retreat, you bore witness to the fire slowly collapsing into a less cohesive hole. The flames ran like so much water across the tile floor, spreading to cover the full breadth of the corridor. The displays were swallowed as you maintained a departing walk, and the air grew almost impossible to breath as it was eaten by the fires. You departed the corridor with the displays and retreated back into the intersection where the statue hides. Your group is not exactly suited for smoke knighting. Here, as you likely expected, your hired mercenary is awaiting. He is leaning on a small cart that has been parked. He looks your group over butt doesn't stop sharpening one of the javelins he is working on. You can press elsewhere for now, or retreat to the surface. AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:57 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted March 26 Clone Share Posted March 26 (edited) Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn coughed a bit again as he let the cleaner air fill his lungs again. The ability to breath was a simple bodily function that was easily forgotten as a natural process until said process was brought into distress. He watched the corridor be taken by the flames, a bit frustrated that the summoning had been so destructive, yet equally enthralled that it had been so destructive. A bit of a paradox. Either way the deed was done and now his entire reserve of spells and arcane energy was depleted lower than it had been in a long time. Letting himself get this drained would normally be seen as a tactical blunder. Akin to something like he'd over extended his front line troops, that he'd been flanked, or fallen victim to some guerilla tactic unexpectedly. He brushed the soot from his military duster and glanced over the others for a moment. No one had died. That was the main objective. Successful in preserving the life of all involved. However the fact this had even occurred vexed him to his limit. If this was going to be the level of resistance so close to the beginning of the delve into the depths, then it only served to indicate it would get more harrowing the further it was pressed. That meant more resources, more planning, more tactical direction. He needed to speak to Racanna to strategize. To recruit. The wizard turned finally away from the room ablaze and started back towards the lift. He lifted a hand and motioned to get Dabliss' attention. One word was all he said. His throat still burning between the heated air and the strain of speaking in Ignan. Topside. He didnt wait for a response from the others. Edited March 26 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted March 27 Clone Share Posted March 27 Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet--->Here Mahdi shrugs at the command to go up to the surface, not seeing the point in pressing on in their current state. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KerlanRayne Posted March 27 Clone Share Posted March 27 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven takes in the devestation left behind by the creature, a bit shocked. 'I may not have realized the extend of the danger.' He turns towards Doallyn and opens his mouth to question him about what just happened, but before he can speak, the man is already moving towards the exit. 'We will definitely need to have a discussion about this, but it seems that will happen later.' He follows the others back up to the city. OOC: Nothing to see here. 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Amoren Posted March 27 Clone Share Posted March 27 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 13/23, 1 Nonlethal Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +5 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None Kaldakaczil seemed to reluctant to follow, glancing back towards the sea of flames whilst he considered the options. It would be best to wait until the flames had consumed themselves and the air returned to some measure of usefulness, sure, but to retreat entirely from the dungeon... Still, what was the alternative? This seemed to be the only path opened to them that wasn't barred by some bone door, protected by a suicidally dangerous jump over acid complete with traps when they landed, or the final path that risked angering whatever community lurked there. Then there was also the issue of the injuries he still bore from the cultists they had ran into, and the mysterious creature. Perhaps if he had done better, or at least been less prone to receiving those blows with his body, they might have been able to continue for longer rather than need to turn back. "I suppose in the absence of a better idea..." he grumbled, sulking behind the others as he did so. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted March 28 Clone Share Posted March 28 Saai Vees's worries at Kaldakazil's injuries from the vicious attacks. Saai casts Cure Light Wounds, "I need to sleep and pray for more spells so unless we are making camp the surface sounds good" Name xDiceName xDiceResult xDiceString xDiceRolls Cure Light on Kaldakazil 2 1d8+1 1 Link to comment Share on other sites More sharing options...
Ruess Posted April 1 Author Clone Share Posted April 1 Lights In The Dark "Yes, Boss!" Dabliss looks the rest of the group over with an eye that doesn't fail to notice that you all look a touch singed. He doesn't ask about it, however, and focuses instead on hauling the cart he has been hired to pull as well as well as on keeping some pace with Doallyn. Nothing happens. The way back is clear. All is quiet in your wake. The cool air of the entrance chamber is a welcome thing, heralding your presence by the lift. With The Hexagonal Key still in your possession you call on Roy to haul your group back to the surface. "Welcome back, friends!", Roy greets you in his usual mannerism and motions for you to come have a seat. "You are back earlier than erpected, but you are a welcome sight. " What next? AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning 10:22 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted April 2 Clone Share Posted April 2 (edited) Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn glanced to Roy. There were unexpected complications....I'm sure they can fill you in. He looked over at the group, then back as this soot covered clothes. Doallyn declined the invitation sit however. Giving Roy a pat on the shoulder as he moved past him. He had other arrangements to make first. He took Dabliss with him and went off to find Racanna. Edited April 2 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted April 4 Clone Share Posted April 4 (edited) Saai Vees, still taking her breath before recanting the recent ordeal, offers Roy a weary smile. "Thank you, Roy. It's good to be back," she says, her voice slightly hoarse from the smoke and exertion. Taking a seat as invited, she recounts the harrowing encounter with the clone of the dragon amidst the shattered glass cases. "It was quite the battle," she begins, her eyes reflecting the memory of flames and chaos. "The creature was formidable, but we managed to hold our own. It was winning that put us in the most danger..." Edited April 6 by bloodsprite (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted April 7 Clone Share Posted April 7 Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet--->Here Mahdi looks back and forth when he is invited to sit at Roy's table. He spots the nearest escape route before he takes a seat. "We encountered a gallery filled with very unpleasant exhibits. I do hate the modernizing art available these days. Have there been any developments up here this morning?" He looks casually in the direction of the windows. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted April 8 Author Clone Share Posted April 8 Lights In The Dark AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning 10:24 Roy Roy glances at Doallyn's abrupt departure but shrugs it off since there are four of you still. Saai and Mahdi telling their tale in turn draws a large whistle. "It's been, what, three hours... So I have little to report presently, although... " Roy pauses, and you can see his hands drumming on the table. "I don't suppose any of you are in with the banking sorts? His Lordship sent a runner calling for Varon. Apparently there is a... thing happening with the bank types. Sunny is at the back making steaks out of some spiders that were invading the basement. Anyone want some?" A pause. Roy uses it to make sure everyone who wants has an ale in front of them as well as a chair to sit on. "That mercenary fellow Dabliss dropped off a pile of interesting things along with a messy pile of corpses. That's going to be a whole lot of not-fun to sort. By the way, did you happen to pick up anything that might be worth selling? Varon might know better, and might know a buyer as well." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted April 9 Clone Share Posted April 9 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 15/23, 1 Nonlethal Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +5 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None The dragon gave some expression of interest for the spider steak, if only out of curiosity considering he didn't think the soft internal meat of a spider would be able to be turned into a steak. When it comes to the discussion of loot, the glum-looking dragon considers things for a moment. "We ran into another bunch of cultists which we took some stuff from. Otherwise... We found some precious metals and valuable plants in the art exhibition, before we ran into a weird transforming monster that took considerable effort to dispatch." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted April 10 Clone Share Posted April 10 (edited) Saai Vees' eyes light up at the mention of spider steaks. "Spider steaks?" she echoes, her voice tinged with a hint of nostalgia. "I haven't savored them since my childhood! They were a delicacy, especially when served with a dollop of butter and a squeeze of lemon. Or when you managed to crack open the thin part of their legs with your teeth for some savory meat" As Roy continues, recounting the peculiar events at the bank and the arrival of the mercenary Dabliss with his haul of items, Saai, the group's astute strategist, nods along with keen interest. "While I may not be well-versed in banking matters, I'm confident that Varon will be able to handle it," she asserts, her mind disinterested in calculating the potential value of the loot they may have acquired. When the topic turns to the loot they've gathered, Saai is always indifferent to wealth; it's just a means to buy better swords for Eilistraee's service. With a grateful smile at Roy for the offered ale and chair, Saai eagerly accepts both before settling in to enjoy her spider steak. Her request for more is not a sign of greed, but a testament to her ability to find joy in the simple things. Edited April 11 by bloodsprite (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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