Grp C: Return to the Gnoll Fort [IC]

The adventures of Phaeral, Nikhil, Kaedyn, and Dorn.

Moderator: PMiller

Re: Grp C: Return to the Gnoll Fort [IC]

Postby sirfinn » Sun Dec 25, 2016 2:22 pm

"Why don't you two go have a look. I will keep a watch on our unseen foe with the arrow sticking out." Dorn offered, "Seeing the blob of flesh may make it easier for you to identify what it is."

combat | Show
Standard action: Hold warhammer


Dorn Mini Stats | Show
Male Chaotic Good Dwarf Fighter, Level 6, Init +6, HP 42/60, Speed 20ft.
AC 23, Touch 11, Flat-footed 22, Fort +8, Ref +4, Will +3, Base Attack Bonus 6

+1 Dwarvencraft Adamantine Warhammer +10/+5 (1d8+4, 20/x3)
Dwarvencraft Armor Spikes +10/+5 (1d6+3, 20/x2)
Dwarvencraft Heavy Crossbow (20 Crossbow Bolts) +9/+4 (1d10, 19-20/x2)

Abilities Str 16, Dex 15, Con 16, Int 13, Wis 12, Cha 7
Condition Hammer and Shield ready
Dorn's Sheet: http://www.myth-weavers.com/sheet.html#id=73051
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby PMiller » Tue Dec 27, 2016 3:22 am

~ Day 15, 18:43 - Below the Mausoleum ~The dead foe was still invisible with the arrow sticking out of it. It had no visible magical auras, but the spells of invisibility would mask those as well, so that did not mean anything.

Around the room, there were no magical auras from the alchemical equipment on the tables, either.

On the dead devil, there was an amulet around his neck that gave off a moderate aura of Aubjuration magic. There was another aura coming from the contents of a belt pouch too, moderate Conjuration that was given off by a potion vial.


Tactical Map | Show
Notes:
1. North is towards the top of the map. 1sq = 5 feet.
2. The hallway is 2 squares wide, don't pay attention to the vertical grid lines so much.
3. Medium bodies provide difficult terrain for medium creatures or smaller.

Image

Combat Information | Show
Current Party Conditions:
Code: Select all
Phaeral:    31/50 HP remaining;
Nikhil:     17/47 HP remaining;
  Horse:    19/19 HP remaining; (AC16) - Not Present
Kaedyn:     33/42 HP remaining;
  Horse:    22/22 HP remaining; (AC14) - Not Present
Dorn:       27/60 HP remaining;
Mundo:      13/13 HP remaining (Guarding horses) - Not Present
Conditions in Effect: Sunrod Illumination (Kaedyn), Devil's Bane (Nik, Dorn, Phaeral)

Nikhil Spells Remaining: SLA (3/4); Cantrips (5/5); 1st Level (4/5); 2nd Level (3/3)
Kaedyn Spells Remaining:  Orison (3/5); 1st Level (2/5); 2nd Level (3/4); 3rd Level (1/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Kaedyn » Tue Dec 27, 2016 7:30 pm

Kaedyn moved to the dead devil in the center of the chamber, “Go ahead and take a look, Nik and Phaeral. See if it matches the fleshy parasites.”

“There are a few items here on the body showing magic, but nothing appearing on the dead one still invisible.”

He moved the belt pouch and pulled out the vial of liquid studying it. “I think I know what this one is,” he said after a minute.

He lifted the amulet off the body as well, but he was no wizard and could not identify magical properties of items. “I will not be able to figure this one out though. It has an aura of Abjuration magic. Anyone want to chance wearing it?” Kaedyn asked, holding it up.


Actions | Show
In effect: Magic Circle Against Evil (10ft Radius, 60min duration, +2 AC Deflection)
Longspear coated with Devil’s Bane (Good Aligned, +2 Enchantment & +2d6 dmg to outsiders) – (60r duration)
Detect Magic Active
Move to CO44
Spellcraft (25) for Potion ID

Kaedyn's Combat Stats | Show
Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield, 23 With Prot vs. Evil
Current HP: 33/42 remaining
Current Weapon in Hand: Sunrod & Longspear
Condition in effect: Protection vs. Evil

Javelins: 5/5 remaining
Wand of CLW: 20 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 3/5 (Guidance, Cure Minor Wounds, Light, Detect Magic x 1)
1st level 1/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 2/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 0/2+D (Summon Monster III, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP

Mount's Mini-Stats | Show
Light Warhorse
Initiative: +1 , Senses: Spot +4, Listen +4 (low-light vision, scent), Move: 60ft (40ft Actual)
Armor Class: AC 14, touch 10, flat-footed 13 (+1 Dex, +4 Nat, -1 size)
Fort: +6, Ref: +4, Will: +2
Hit Points: 22 Current: 22
Conditions in effect: n/a
Attacks: Melee 2 hooves +4 (1d4+3), bite -1 (1d3+1)
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Phaeral Oeri » Tue Dec 27, 2016 10:05 pm

“All right, I’m going to check it out.”

Phaeral glanced over at Nik.

“You stand back and get ready to grab me if the parasite jumps out and locks on. Though I’m not sure it behaves like that. It seems to me like it has to be placed. But you never know.”

He knew of things in nature that hid their true intent behind false appearances; spiders that spun trapdoors of silk, snakes that played dead. Only when their unsuspecting prey drew close did they spring out to attack.

He moved over to the door, took a deep breath, and opened it. He glanced over his shoulder to make sure Nik was right there before inspecting the vat with the blobby flesh. Phaeral saw a spherical mass of flesh sitting half sunken in a tub of brownish liquid. The whole thing had a sickening cooked meat smell to it.

“Ugh. This is vile. Okay, here goes.”

He crept forward and knelt next to the vat, slipping an arrow from his quiver. First, he used the feathered end to poke at the flesh and test its resistance. When the feathers got wet, he inspected them carefully to see if the brownish water or the contact with the flesh had affected them in any way. Perhaps it was acid. Then he would do other tests: poking the flesh lightly to see its reaction, then searching around the entire vat for traps or anything odd.

If he found nothing, he would consider other tests. He had two in mind that would directly harm the flesh to see if it reacted violently to being cut or burned with acid. But before he did those things, he would try to gather as much information as possible first.

Actions | Show
Move action: to CP45, open door, walk to CR45 and kneel.
Standard Action: Search vat from all sides, take 20 on a +10 Search.

Free Action: None.

Combat Stats | Show
Current AC: 18 (17+1 skirmish AC) (15 Flat-footed / 14 Touch)
Current HP: 31/50 remaining
Current Weapon in Hand: Composite Longbow
Conditions in effect: None.
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby PMiller » Thu Dec 29, 2016 11:13 pm

~ Day 15, 18:45 - Below the Mausoleum ~Kaedyn could tell that the potion vial contained a moderate healing liquid.

The brownish liquid appeared to be some sort of meat broth. It had no effect on the arrow, nor did the flesh react to being touched with it.

The flesh itself was rather blubbery and not hard like thin skin over muscle. The surface was rather lumpy like fatty flesh on an obese person.

There were no traps around the vat that Phaeral could see. It looked like an ordinary wash tub like common folk used for laundering clothing.


Tactical Map | Show
Notes:
1. North is towards the top of the map. 1sq = 5 feet.
2. The hallway is 2 squares wide, don't pay attention to the vertical grid lines so much.
3. Medium bodies provide difficult terrain for medium creatures or smaller.

Image

Combat Information | Show
Current Party Conditions:
Code: Select all
Phaeral:    31/50 HP remaining;
Nikhil:     17/47 HP remaining;
  Horse:    19/19 HP remaining; (AC16) - Not Present
Kaedyn:     33/42 HP remaining;
  Horse:    22/22 HP remaining; (AC14) - Not Present
Dorn:       27/60 HP remaining;
Mundo:      13/13 HP remaining (Guarding horses) - Not Present
Conditions in Effect: Sunrod Illumination (Kaedyn), Devil's Bane (Nik, Dorn, Phaeral)

Nikhil Spells Remaining: SLA (3/4); Cantrips (5/5); 1st Level (4/5); 2nd Level (3/3)
Kaedyn Spells Remaining:  Orison (3/5); 1st Level (2/5); 2nd Level (3/4); 3rd Level (1/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby sirfinn » Fri Dec 30, 2016 1:18 am

Stepping closer, Dorn nudges the unseen foe on the ground with his foot.
"You were a sneaky foe. Lucky for us your luck ran out." Dorn muttered as he debated dropping his warhammer on the unseen body.
Smiling to himself, he did it.

combat | Show
Standard action: Allow warhammer to drop and rest on unseen foe. Dorn still has control/hold of it. In case he suddenly needs it.


Dorn Mini Stats | Show
Male Chaotic Good Dwarf Fighter, Level 6, Init +6, HP 42/60, Speed 20ft.
AC 23, Touch 11, Flat-footed 22, Fort +8, Ref +4, Will +3, Base Attack Bonus 6

+1 Dwarvencraft Adamantine Warhammer +10/+5 (1d8+4, 20/x3)
Dwarvencraft Armor Spikes +10/+5 (1d6+3, 20/x2)
Dwarvencraft Heavy Crossbow (20 Crossbow Bolts) +9/+4 (1d10, 19-20/x2)

Abilities Str 16, Dex 15, Con 16, Int 13, Wis 12, Cha 7
Condition Hammer and Shield ready
Dorn's Sheet: http://www.myth-weavers.com/sheet.html#id=73051
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Nikhil » Tue Jan 03, 2017 4:59 am

Nikhil growled, "Finally!"

His weapon had finally found purchase on their invisible foe. The partially visible arrow was proof that they found the blighter too. It stood still sticking up in testament that they killed the enemy.

"Alright, right behind you Phareal."

The duskblade moved after the scout, and watched over the man's shoulder as he stuck the vat of flesh with his arrow. THe half-dragon was ready to jump to action if something popped out.

"Disgusting," he commented.

actions | Show
Free Action:
Move Action: Move to CQ45
Standard Action:


Nikhil Mini-Stats | Show
Init +2, Speed 30
AC 20, Tch 12, FF 18
HP 40/47
Fort +7, Ref +3, Will +4
Spells:
0-Level Remaining: 5/5
0-level spells known: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st-Level Remaining: 2/5
1st-level spells known: Shocking Grasp, Chill Touch, Ray of Enfeeblement, Color Spray, Swift Expeditious Retreat
2nd-Level Remaining: 3/3
Spell Like Abilities: 2/4 – Dancing Lights, Detect Magic, Flare, ghost sound, read magic
Conditions: None
Nikhil : Adventurer's Guild
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Phaeral Oeri » Wed Jan 04, 2017 8:27 pm

“I guess I’ll just shoot it with an arrow. It’s the safest way to test it.”

Phaeral shrugged. Maybe the fleshy blob was an incubator of sorts, and held the parasites inside. Maybe it was a mother parasite, and if he cut it with a knife, the parasites would come spilling out. He could imagine all manner of horrors.

It occurred to him there was another possibility, and he used the arrow again and pushed the fleshy blob in its vat. Was it warm, like it was alive? He tested it without touching it, just getting the back of his hand close. He tried to turn the fleshy blob over in the vat using the arrow shaft, hoping to look at its underside.

He racked his brain to try to correlate what he saw to anything in nature. That gave him another idea.

“Nik, is this an arcane creature of some kind?”

Actions | Show
Move action: stay put.
Standard Action: Knowledge: Nature (15)
http://www.myth-weavers.com/showthread. ... st12024914

Free Action: None.

Combat Stats | Show
Current AC: 18 (17+1 skirmish AC) (15 Flat-footed / 14 Touch)
Current HP: 31/50 remaining
Current Weapon in Hand: Composite Longbow
Conditions in effect: None.
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Kaedyn » Thu Jan 05, 2017 6:48 pm

Still holding the amulet, Kaedyn moved to the doorway to look. The others were more interested in the fleshy blob than the magical artifact at the moment.

He still had the detect magic orison in effect as he looked for magical auras in the room with the disgusting, flabby ball of flesh.

"Hmmm, maybe it is an aberration like those other things. I can check for auras right now."


Actions | Show
In effect: Magic Circle Against Evil (10ft Radius, 60min duration, +2 AC Deflection)
Longspear coated with Devil’s Bane (Good Aligned, +2 Enchantment & +2d6 dmg to outsiders) – (50r duration)
Detect Magic Active

Move to CP45
Know Arcana (20), Know Religion (10)
Rolls

Kaedyn's Combat Stats | Show
Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield, 23 With Prot vs. Evil
Current HP: 33/42 remaining
Current Weapon in Hand: Sunrod & Longspear
Condition in effect: Protection vs. Evil

Javelins: 5/5 remaining
Wand of CLW: 20 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 3/5 (Guidance, Cure Minor Wounds, Light, Detect Magic x 1)
1st level 1/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 2/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 0/2+D (Summon Monster III, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP

Mount's Mini-Stats | Show
Light Warhorse
Initiative: +1 , Senses: Spot +4, Listen +4 (low-light vision, scent), Move: 60ft (40ft Actual)
Armor Class: AC 14, touch 10, flat-footed 13 (+1 Dex, +4 Nat, -1 size)
Fort: +6, Ref: +4, Will: +2
Hit Points: 22 Current: 22
Conditions in effect: n/a
Attacks: Melee 2 hooves +4 (1d4+3), bite -1 (1d3+1)
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby PMiller » Fri Jan 06, 2017 3:52 am

~ Day 15, 18:46 - Below the Mausoleum ~The ball of flesh was too heavy to be moved by the arrow. The thing was massive enough to potentially weigh as much as dwarf. It did not give off any body heat that Phaeral could tell on the back of his hand. It could be warm-blooded, but he might have to touch it to be sure.

The scout knew it was no natural animal.

Kaedyn did not see any magical auras in the small chamber. Near as he could tell, the fleshy thing was not a magical creature that he had ever heard of.


Tactical Map | Show
Notes:
1. North is towards the top of the map. 1sq = 5 feet.
2. The hallway is 2 squares wide, don't pay attention to the vertical grid lines so much.
3. Medium bodies provide difficult terrain for medium creatures or smaller.

Image

Combat Information | Show
Current Party Conditions:
Code: Select all
Phaeral:    31/50 HP remaining;
Nikhil:     17/47 HP remaining;
  Horse:    19/19 HP remaining; (AC16) - Not Present
Kaedyn:     33/42 HP remaining;
  Horse:    22/22 HP remaining; (AC14) - Not Present
Dorn:       27/60 HP remaining;
Mundo:      13/13 HP remaining (Guarding horses) - Not Present
Conditions in Effect: Sunrod Illumination (Kaedyn), Devil's Bane (Nik, Dorn, Phaeral)

Nikhil Spells Remaining: SLA (3/4); Cantrips (5/5); 1st Level (4/5); 2nd Level (3/3)
Kaedyn Spells Remaining:  Orison (3/5); 1st Level (2/5); 2nd Level (3/4); 3rd Level (1/3)
Wand of CLW (Kaedyn): 20 Charges remaining
Kaedyn Destroy Undead: 3/3 remaining
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby sirfinn » Fri Jan 06, 2017 10:16 pm

Not having much extra to add to his companions nearby examination of the lump of flesh. Dorn put his efforts into something which might aid the group.
Dropping to a knee, Dorn started to poke and check the unseen foe, using the arrow as a reference point for his search of the body.

combat | Show
Move: Move to CP-42
Standard action: Search and take 20. No rush, just a methodical strip search of the body.


Dorn Mini Stats | Show
Male Chaotic Good Dwarf Fighter, Level 6, Init +6, HP 42/60, Speed 20ft.
AC 23, Touch 11, Flat-footed 22, Fort +8, Ref +4, Will +3, Base Attack Bonus 6

+1 Dwarvencraft Adamantine Warhammer +10/+5 (1d8+4, 20/x3)
Dwarvencraft Armor Spikes +10/+5 (1d6+3, 20/x2)
Dwarvencraft Heavy Crossbow (20 Crossbow Bolts) +9/+4 (1d10, 19-20/x2)

Abilities Str 16, Dex 15, Con 16, Int 13, Wis 12, Cha 7
Condition Hammer and Shield ready
Dorn's Sheet: http://www.myth-weavers.com/sheet.html#id=73051
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Kaedyn » Mon Jan 09, 2017 7:39 pm

Kaedyn shook his head, “There be no magical auras about that disgusting thing. It is not magical by nature as near as I can recall. It must be a construct or something?”

He remained where he was at the doorjamb, the magical amulet still dangling from his hand.


Actions | Show
In effect: Magic Circle Against Evil (10ft Radius, 60min duration, +2 AC Deflection)
Longspear coated with Devil’s Bane (Good Aligned, +2 Enchantment & +2d6 dmg to outsiders) – (50r duration)
Detect Magic Active

Kaedyn's Combat Stats | Show
Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield, 23 With Prot vs. Evil
Current HP: 33/42 remaining
Current Weapon in Hand: Sunrod & Longspear
Condition in effect: Protection vs. Evil

Javelins: 5/5 remaining
Wand of CLW: 20 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 3/5 (Guidance, Cure Minor Wounds, Light, Detect Magic x 1)
1st level 1/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 2/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 0/2+D (Summon Monster III, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP

Mount's Mini-Stats | Show
Light Warhorse
Initiative: +1 , Senses: Spot +4, Listen +4 (low-light vision, scent), Move: 60ft (40ft Actual)
Armor Class: AC 14, touch 10, flat-footed 13 (+1 Dex, +4 Nat, -1 size)
Fort: +6, Ref: +4, Will: +2
Hit Points: 22 Current: 22
Conditions in effect: n/a
Attacks: Melee 2 hooves +4 (1d4+3), bite -1 (1d3+1)
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Phaeral Oeri » Tue Jan 10, 2017 12:52 pm

“Okay guys, I think we need to vote.”

Phaeral stood up again, and flicked his arrow at the wall to fling off as much of the murky water as possible. Then he took out a cloth and dried it off. Who knew what that stuff was.

“We can mess around with that blob more…or we can leave it alone. It creeps me out, so I’m not sure I want to be touching it. If we do anything, I’d rather just have everyone stand back while I take a shot at it and see how it reacts. But we could just as easily close the door and forget all about it.”

He pondered that, then frowned.

“Though if it’s some parasite hive, I suppose we should do what we can to destroy it. Anyway, I think we should vote on what to do here: investigate further, shoot it, or just leave it alone?”

He looked around toward the others.

Actions | Show
Move action: stay put.
Standard Action: None.

Free Action: None.

Combat Stats | Show
Current AC: 18 (17+1 skirmish AC) (15 Flat-footed / 14 Touch)
Current HP: 31/50 remaining
Current Weapon in Hand: Composite Longbow
Conditions in effect: None.
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby sirfinn » Fri Jan 13, 2017 12:49 am

"Rather just burn it to cinders, so whatever they were doing is destroyed." Dorn voiced as he continued his careful search of the body.
"The whole place is all wrong. Parasites are just bloody creepy."
"Only good one is under the heel of me boot."

combat | Show
Move:
Standard action: Continuing Search and take 20. No rush, just a methodical strip search of the body.


Dorn Mini Stats | Show
Male Chaotic Good Dwarf Fighter, Level 6, Init +6, HP 42/60, Speed 20ft.
AC 23, Touch 11, Flat-footed 22, Fort +8, Ref +4, Will +3, Base Attack Bonus 6

+1 Dwarvencraft Adamantine Warhammer +10/+5 (1d8+4, 20/x3)
Dwarvencraft Armor Spikes +10/+5 (1d6+3, 20/x2)
Dwarvencraft Heavy Crossbow (20 Crossbow Bolts) +9/+4 (1d10, 19-20/x2)

Abilities Str 16, Dex 15, Con 16, Int 13, Wis 12, Cha 7
Condition Hammer and Shield ready
Dorn's Sheet: http://www.myth-weavers.com/sheet.html#id=73051
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Re: Grp C: Return to the Gnoll Fort [IC]

Postby Kaedyn » Wed Jan 18, 2017 9:03 pm

Kaedyn did not get closer and had an expression that was slightly frowning in thought and indecision. “I am not sure, Phareal. But I cannot argue against what Dorn says about this place being rather evil.”

“Looking at that thing and knowing what we know of the parasites we encountered, mayhap he has the right of it in burning the disgusting thing. Investigating it further would not hurt either, unless one of us gets a parasite from it.”

“I just cannot see it being a good thing considering who had it,” he added while gesturing to the dead devil on the floor behind him.


Actions | Show
In effect: Magic Circle Against Evil (10ft Radius, 60min duration, +2 AC Deflection)
Longspear coated with Devil’s Bane (Good Aligned, +2 Enchantment & +2d6 dmg to outsiders) – (40r duration)
Detect Magic Active

Kaedyn's Combat Stats | Show
Current AC: 21 (20 Flat-footed / 11 Touch) 23 with shield, 23 With Prot vs. Evil
Current HP: 33/42 remaining
Current Weapon in Hand: Sunrod & Longspear
Condition in effect: Protection vs. Evil

Javelins: 5/5 remaining
Wand of CLW: 20 Charges Remaining
Destroy Undead: (DC=19, 6d6 damage): 3/3 remaining
Spells Remaining:
Orisons 3/5 (Guidance, Cure Minor Wounds, Light, Detect Magic x 1)
1st level 1/4+D (Bless, Bane, Doom, Divine Favor, Disrupt Undead(D))
2nd level 2/3+D (Spiritual Weapon, Silence, Sound Burst, Spiritual Weapon (D))
3rd level 0/2+D (Summon Monster III, Magic Circle vs. Evil, Searing Light (D))
Touch of Healing = 6HP/9HP

Mount's Mini-Stats | Show
Light Warhorse
Initiative: +1 , Senses: Spot +4, Listen +4 (low-light vision, scent), Move: 60ft (40ft Actual)
Armor Class: AC 14, touch 10, flat-footed 13 (+1 Dex, +4 Nat, -1 size)
Fort: +6, Ref: +4, Will: +2
Hit Points: 22 Current: 22
Conditions in effect: n/a
Attacks: Melee 2 hooves +4 (1d4+3), bite -1 (1d3+1)
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