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Season 1, Episode 1 - Highway To Hell


prophane

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Location: Abandoned farmhouse along the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: just after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

The sun is very low in the western sky, casting long shadows across the plain. The decrepit farmhouse appears to be abandoned. No one sees anything inside besides several scurrying lizards and rabbits. Just before reaching the door, Nessia raises her hand and stops everyone before taking a moment to cast a spell. She breathes a sigh of relief and states that there are no spirits or undead haunting the farmhouse.

There is one main building that appears to have 2 rooms. A boarded up front door is in the middle of the nearest wall, but a worn path leads to a opening just to the left of it, where the two rooms of the building come together. There are some small windows, these too, are boarded up. To the right is a small farm shed, with some broken fencing forming a small corral between it and the main house. Another small shed with a fence around it, sits farther off to the right. A stone well sits in the middle of the yard. The bucket and rope seem in much better condition than the buildings. The roofs appear to have once been wooden, though now in a desperate state of disrepair. It seems that some travelers have made feeble attempts at covering the roof with branches and thatch to provide at least some semblance of cover. Fallow fields and brown shrubs surround the buildings.

image.png.d7f0c76de24a27dc2578594ab2967f4f.png


OOC: Everything is quiet, nothing seems to be going on.

Just a travelers rest stop.

Everyone is a bit more fatigued and stressed out after the flight from the zombies (and spell casting).

 

Character StatusArwi HP 12/12 FP 9/12

Finn HP 10/10 FP 7/10

Iranna HP 9/9 FP 9/12

Kelarith HP 12/12 FP 7/10

Nessia HP 12/12 FP 4/12

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Arwi held up a hand and then pointed towards the shed on the other side of the well. He walked up quietly towards the corner of the house, axe still in hand, to see if anything was there.

 

OOC: Arwi creeps up using stealth. listening for any sounds of something inside.

Name
Perception
11
3d6 6,3,2
Stealth - 12
11
3d6 5,5,1
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Master Finn
MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 


Master Finn notices Arwi pointing to the shed. He moves a few paces in that direction. He prefers to be in the open because if the worms jump at him, he can freely dodge. He moves far enough away from the group so any jumping worms that miss him will not land amongst the others.

Edited by shawnhcorey (see edit history)
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Location: Abandoned farmhouse along the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: a bit after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

Ariw creeps to the near corner of the farmhouse where the opening is. Listening and peering inside tells him that the place is abandoned. The ground leading in through the opening is worn smooth. Clearly this place is used frequently, though nothing outside says that it has been used recently.

Finn breaks off from the main group and heads for the nearest of the two outbuildings. Passing the well, he sees Iranna's small blue friend, Khaleema, fly up, do a quick circle around, then dive down in the well, making quiet "oohhwoo" sounds as she goes. The echoes coming back up are quiet and eerie.

Finn reaches the building, which looks like a large chicken coop type structure with a small fences area attached. The fence is broken and from what he can tell, the small shed is empty, though some signs show someone may have camped out here recently.


OOC: Everything is quiet, nothing seems to be going on.

Just a travelers rest stop.

Everyone is a bit more fatigued and stressed out after the flight from the zombies (and spell casting).

 

Character StatusArwi HP 12/12 FP 9/12

Finn HP 10/10 FP 7/10

Iranna HP 9/9 FP 9/12

Kelarith HP 12/12 FP 7/10

Nessia HP 12/12 FP 4/12

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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 3/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14


Nessia relaxes. "Good... good... Shall we report back, now?"


Out of Character - ActionsNessia is casting sense spirit with a doubled radius, to see if there aren't any undead or the like that might make existing in the farmhouse difficult...

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Master Finn
MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 


Finn enters the shed, using the burnt torch to poke and prod. He flips over any small items to make sure there are no worms under them. Occasionally he looks up to see if anything might drop on him.

Edited by prophane (see edit history)
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Location: Abandoned farmhouse along the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: a bit after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

With the abandoned farmhouse deemed empty, Iranna waves back to the rest of the travelers, signaling them to come up to start setting camp. She then walks over to the well where she saw Khaleema disappear.

Finn makes sure the other outbuilding is safe and clear before heading back toward the main house. No worms anywhere!

Inside the main house, the remains of a several days old firepit and some small bits of trash indicate that the place was used as a travelers rest in the last few days. There are two small rooms in the building, a rusted stove in one corner and the rotted remains of some furniture in the second room. Nessia notes that the dirt floor of the farmhouse is a bit softer than the hard-packed earth that has been the norm on this journey and looks forward to a slightly softer spot to bed down for the evening.

Suddenly Arwi stops still, and brings a finger to his mouth. He crouches down toward the floor, putting his hand out on the ground. "Do you feel that?" he says. "The ground is shaking, very faintly."

Just then, everyone else in the house feels it, too. The ground under the blackened firepit erupts and a large, insect like creature bursts forth, waving its long forelegs in the air.

"Ankheg!" shouts Arwi!

image.png.d659ef8bc3ca35270f0079b91d04440c.png

Ankheg_4e.webp.79ada105db16951ce2baba3c539aab1d.webp


OOC:

Combat time! Let's see how this goes! Kelarith and Nessia are Partially Surprised and now Mentally Stunned. Please roll vs IQ to snap out of it at the END of round 1. Arwi can take an action. Finn hears trouble and can move. Iranna likewise hears trouble and is Partially Surprised (Mentally Stunned) and may roll vs IQ to snap out of it (when TheShadyRaven is able to participate)

Combat Status

Round 1 Actions

Arwi HP 12/12 FP 9/12 Combat Move/Dodge 5/9 (1) || Inside, Attack - hitting the creature with a thrown axe

Finn HP 10/10 FP 7/10 Combat Move/Dodge 5/9 (0) || Outside, Move - runs toward the door

Iranna HP HP 9/9 FP 9/12 Combat Move/Dodge 5/8 (0)||Outside, Partially Surprised = Mentally Stunned, may roll vs IQ to snap out of it since you don't have Combat Reflexes

Kelarith HP 12/12 FP 7/10 Combat Move/Dodge 4/7 (1) || Inside, Partially Surprised = Mentally Stunned, Do Nothing - stumble backward

Nessia HP 12/12 FP 4/12 Combat Move/Dodge 4/7 (1) || Inside, Do Nothing - shakes her Stunned condition

 

 

 

Edited by prophane (see edit history)
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"GET OUT! GO!", shouted Arwi. He heaved his throwing axe at the giant insect hoping to distract it and give his friends a chance to escape. The Half-Elf's weapon spins through the air and strikes the creature hard, cracking the dirt covered carapace.

 


GM edited results directly into this post.

Edited by prophane (see edit history)
Name
Thrown Axe - 14
9; 9
3d6;1d6+3 [6,2,1]; [6,2,1,6]
Damage
8
1d6+3 5
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Kelarith

Kelarith stumbles back in shock, fumbling to pull his crossbow from its sheath. He crushes as the bow catches on his belt, and he throws one arm up to cover his face as he attempts to move towards cover. As he moves, his foot catches on something on the uneven ground and he tumbles backwards, barely catching himself on the wall, frantically straining to remain upright.

 

Edited by TheDragonOfFlame (see edit history)
Name
Stun recovery
14
3d6 5,6,3
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Master Finn
MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;


 

Finn hears the noise and feels the rumbling in the ground. What could have happened? he wonders. He sees the dust billow out of the main building. Could the roof have fallen in? He rushes to the doorway to help.

image.png.3b4b9dfd8c98c51d59d2f4ac95788764.png

Edited by prophane (see edit history)
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14


"Huh.. UAACK!" Nessia is very unpleasantly surprised by the ankheg, and makes it known with a very uncharacteristic scream. Collecting herself... and making a note of any new dampness in her clothing... She clutches feebly at a dagger at her side, or is that her chest? Either way, she attempts to high-tail it somewhere. Anywhere! Safe.  And, out of sight of that monstrosity. Then, she smacks her face on a door frame, whimpers loudly, and tries to right herself.


 

 

 

Edited by SCARY WIZARD (see edit history)
Name
Nessia - IQ (Resist Mental Stun)
8
3d6 2,5,1
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Location: Abandoned farmhouse along the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: a bit after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

As Nessia and Kelarith stumble around, surprised, the creature lunges toward Arwi, trying to grab him with its long, insect like legs. Fortunately for Arwi, the creature misses. Sounds of Finn rushing toward the house can be heard from outside. Nessia seems to snap out of the momentarily paralysis caused by the creatures sudden appearance though Kelarith still seems to be in a state of shock, leaning heavily against the wall of the building and staring wide eyed at the attacking thing!

 

Ankheg_4e.webp.79ada105db16951ce2baba3c539aab1d.webpimage.png


OOC:

Kelarith is still Partially Surprised/ Mentally Stunned. He needs to roll vs IQ to snap out of it at the END of this round. Arwi, Nessia, and Finn can take an action. Finn Is still outside, but much closer to the door now, he should make it inside the building this turn. Iranna likewise hears trouble and is Partially Surprised (Mentally Stunned) and may roll vs IQ to snap out of it (when TheShadyRaven is able to participate)

Combat Status

Round 2 Actions

Arwi HP 12/12 FP 9/12 Combat Move/Dodge 5/9 (1) || Inside, Ready - step back and draw weapons

Finn HP 10/10 FP 7/10 Combat Move/Dodge 5/9 (0) || Outside, Move and Attack - runs in and attempts to punch the beast

Iranna HP HP 9/9 FP 9/12 Combat Move/Dodge 5/8 (0)||Outside, Partially Surprised = Mentally Stunned, may roll vs IQ to snap out of it since you don't have Combat Reflexes

Kelarith HP 12/12 FP 7/10 Combat Move/Dodge 4/7 (1) || Inside, Partially Surprised/Mentally Stunned, still stunned

Nessia HP 12/12 FP 4/12 Combat Move/Dodge 4/7 (1) || Inside, Ready - draw dagger in left hand

 

 

Edited by prophane (see edit history)
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With his axe gone now, Arwi's hands flew down to his belt and grabbed at his falchion and long knife behind his back. While he armed himself, he stepped back to the doorway behind him.

 

OOC: Arwi retreats to the doorway Behind him. Hopefully the bug is too big to follow him. He fast-draws his weapons (falchion and long knife). I don't know if you can to a simultaneous quick draw for two weapons or not. He has ambidexterity. Of not, falchion first and then long knife next turn. Failed the first. Succeeded on the second. I can edit the narrative to match.

 

Edited by Caffeine11 (see edit history)
Name
Fast draw - Falchion
15
3d6 6,3,6
Fast draw- long knife.
11
3d6 1,5,5
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200


Age: Adult Appearance: Attractive


Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common


Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3


Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful)


Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation)


Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11


Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14


Nessia will not let her companions fall. To that end, she bravely... and foolishly... interposes herself between Iranna and the giant insectoid. The scrape of iron against leather can be heard as she draws her dagger, and brandishes her staff with a certain degree of warning that at least worked on rakish boobs in the Free City of Greyhawk. Perhaps, Istus and... ...was Bralm in part responsible for this being's existence...? ...and others presiding over this moment aside willing, Nessia could send such a message. If not, well, there was strength in numbers.


[CENTER][SPOILER=Out of Character - Actions] Interposing Nessia between Iranna and the Ankheg. Drawing the dagger in the left hand, and the staff in the right. The intention, here, is not to dual wield, but rather to have something ready to throw and then strike with later on... [/SPOILER][/SPOILER]

Edited by SCARY WIZARD
spoiler tag (see edit history)
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