Constables of the 14th Ward Part 3

ooc: Invisibility is fine by Braz. He'll fly low in case the spell ends, but invisibilty works to get the first jump as he enters the place.

Brae will explain the basics of the fly spell to Braz, so he know he won't crash if the spell runs out. He'll descend nice and slow, like a downing feather.
 

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OOC: Other spellcasting preliminaries- As soon as we leave headquarters, Thea will cast Endure Elements on herself (lasts 24 hours). Once we are at the point where Brae is ready to cast Fly, Thea will cast Mage Armor on herself (lasts 5 hours).
At that time Tau will also cast Mage Armor which will also last 5 hours.
 


"Have a nice flight," says Brae with a smile, after casting the spell on his companion. Then he grips his buckler and staff, and continues on toward the mill, effortlessly trudging an inch or two above the surface of the muck.



AC21, Hit Points 50/50
Inusrance all paid up. Ready to roll.




[sblock=Spells Prepared]
-- Level 0: detect magic, create water, resistance, light, guidance
-- Level 1: shield of faith, lesser vigor, divine favor, bless + (d) charm person
-- Level 2: animalistic power, silence, spiritual weapon, hold person + (d) lesser restoration
-- Level 3: dispel magic, summon monster III, water walk + (d) fly
[/sblock]
 

OOC Goofiness: Braz hears a soothing famale voice somewhere (?) say, "Thank you once again for flying Priestly Airways, emergency exits are located where your stewardess Brae indicates. Enjoy your flight!"
 

AC20/21 HP:58

Darius pats Raul on the shoulder. "Let's avenge Raul's untimely demise and rid this area of criminal scum"

Darius readies his bow and nocks an arrow as the group approaches across the marsh. He takes one of the point positions, looking carefully for a target. Belatedly, it occurs to him that having invisible team members flying ahead might not have been the best idea in the world, but he decides that the risk of friendly fire accidents is probably negligible - he hopes...
 


Alarion helps Tau mount up behind him, readies his lance and shield, and leads the way into the marsh. Bayard snorts in satisfaction when he notices his hooves don't sink.
 

Harcort's Mill

Things are little changed since you last visit here. Fortunately, the journey across the marshy ground is much less difficult this time. The only sentries visible are a pair of Orcrats fishing. One is lounging in a rowboat of questionable seaworthiness while the other sits on an old crate on the stone platform at the edge of the pond. The mill turns lazily in the slow moving current and machinery creaks a bit as the equipment inside rolls along. A large blue-gray wading bird squawks at the Orcrats as they toss it occasional bits of bait. A few empty crocks of beer litter the area. Sensing your approach the orcrats relinquish poles and start reaching for weapons. Perhaps owing to the beer they have consumed, the fishermen react slowly.

OOC: Initiative and Actions? Let us know if you are unhappy with your placement on the map and we can adjust.

Initiative (1d20+2=3)
 

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