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  1. K

    Legacy of Death Part I: Most Infamous Danger

    In Between Sorry to be inattentive. This is my moving weekend. If they animate, Ghen will step forward and position himself to turn the maximum number possible.
  2. K

    Legacy of Death Part I: Most Infamous Danger

    Common Sense You do realise, of course, that the moment we come near the gem, touch it, remove it, or otherwise interact with it, some bloody thing will attack us. We don't think that's a particularly good idea, at the moment. It's obviously been here for a long time. We don't think it will...
  3. K

    Legacy of Death Part I: Most Infamous Danger

    Healing We use a surge +2. This gives Nar Heru 2d6 points (no surge used). We then use Healing Word on Nar Heru. Then a short rest. That should get us to: Buckhorn -3/0 HS/mummy rot Forge -0/4HS Ghen -3/3 HS Lucian -0/3 HS Nar-Heru -0/2 HS We don't believe this would be a very good...
  4. K

    Legacy of Death Part I: Most Infamous Danger

    Rituals (I had though Buckthorn was down to 0 surges. We'll have to protect him until we can all rest.) We'll cure Nar Heru next, with aid from him, and possibly others. I'm adding his aid. If others aid, we can amend it to the totals. Our ritual on Nar Heru needs aid from others. If both...
  5. K

    Legacy of Death Part I: Most Infamous Danger

    Rituals I thought we had a way out. My bad. The ritual only takes 10 minutes, and we have the resources. It doesn't do to get stuck in a battle when my healing won't really heal us very well. I say we find the most defendable place we can (a corner away from the pillars?), and I run the...
  6. K

    Legacy of Death Part I: Most Infamous Danger

    We will start the ritual on us to determine the level of the curse, then abandon the ritual to prepare. We then exit the tomb (perhaps with assistance from Buckthorn?) to collect healing herbs from the forest around us - Nature check with Spk with Spirits.
  7. K

    Legacy of Death Part I: Most Infamous Danger

    Dirty Rotten Mummy We perform healing checks (+14) on everyone to give them a save +2 vs mummy rot. ... if needed, we will use the Cure Disease ritual to get rid of it.
  8. K

    Legacy of Death Part I: Most Infamous Danger

    Flo-rida We were going to pause only so Forge could get healing. If everyone wants to press on, we'll ride with the flow.
  9. K

    Legacy of Death Part I: Most Infamous Danger

    Catching Our Breaths I think a short break is called for. If we can get a short rest or two (in the hall outside the room), then Healing Word on Forge.
  10. K

    Legacy of Death Part I: Most Infamous Danger

    Slime Slum We use Sacred Flame again. On a hit, Forge can choose 5 temp hp or a save vs the ongoing damage. We move near Forge, Shayera adjacent to him, and Ghen adjacent to her, with Shayera in between Forge and Ghen. If either of us take damage, then Healing Spirit on that person...
  11. K

    Legacy of Death Part I: Most Infamous Danger

    Holy Slimeballs Batman Ghen will use Sacred Flame. If it hits, then Forge gets 5 temp hp.
  12. K

    Legacy of Death Part I: Most Infamous Danger

    T-minus-44 Healing Word on Forge, then pick up another coffer and go to the hallway and lay it down. I'm NOT trying to open it, and being careful NOT to touch the lock or handle in any way.
  13. K

    Legacy of Death Part I: Most Infamous Danger

    Following Suggestions Given that Lucien suggested getting out, and Forge is opening a door, Ghen will head for that door, peer quickly through to make sure he isn't diving head-first into a fire pit or some other danger, and step through if the coast is clear.
  14. K

    Legacy of Death Part I: Most Infamous Danger

    Goop and Slime (Maybe we should just set fire to the whole room and be done with it ...) Shift. Shayera moves next to (or in between) Forge and the mold. Spring Renewal Strike. On a hit, Forge gets surge +4.
  15. K

    Legacy of Death Part I: Most Infamous Danger

    Assuming Up is North Ghen will move 1 north of Lucien. Shayera will move 1 north of the mold-goop. Stick with Call to the Blood Dancer. If Forge wants it, Healing Word. Surge +2d6 +7. Given that he's 3 surges down, I could wait a little so as not to waste excess healing. The offer is...
  16. K

    Legacy of Death Part I: Most Infamous Danger

    Next On Ghen's next turn, Call to the Blood Dancer - Shayera attacks the mold's will. If it hits, then anyone adjacent to Shayera crits the mold on 18 or better. My finger bounced on the mouse - the first one is probably the viable one.
  17. K

    Legacy of Death Part I: Most Infamous Danger

    Gloopy glop Move away from the throne - 5 squares. ((or the max safe distance from the throne that (1) keeps me in range of Forge and (2) doesn't put me adjacent to a wall or curtain)) Sacred Flame on the slime - since oozy things are usually translucent, I should still be able to see Forge...
  18. K

    Legacy of Death Part I: Most Infamous Danger

    Ick-some Unless we're grossly mistaken, the throne is adorned with a skull.
  19. K

    Legacy of Death Part I: Most Infamous Danger

    Yes, not pulling in the direction that would pull Forge/Lucien in. After I climb, Pulling in the direction that would pull Nar Heru/Buckthorn out.
  20. K

    Legacy of Death Part I: Most Infamous Danger

    Pit-iful Ghen moves to climb out. As a standard, if yanking the rope will pull one or more people out of the way of the spikes, then we give it a massive yank. I haven't been tracking damage, but if anyone needs it, I'll do Healing Word as a minor. The recipient would get surge + 2d6 + 7.
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