[LPF] Scourge of the Howling Horde

perrinmiller

Adventurer
[sblock=OOC: Disarming]
If we can't find a better way to open the chest, you indicated the trap was specific to the latch, yes? What if Iago just hacked his way through the lid with a battleaxe? Would that set off the trap?
Yes, I said it was on the latch. Though I am not sure Iago would be able to tell what will set it off specifically. But I think it is a reasonable assumption that hacking through the lid would by-pass the trap.

Since Iago hasn't rolled to ID potions, I cannot adjudicate the assist.[/sblock]Sylla finds that the wand will shoot magic missiles, ten charges worth.

GM: Updated Treasury

 

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mfloyd3

Explorer
Iago pauses from his work a moment to check the potions, holding each one up to the torchlight in turn.

OOC: Using Craft Alchemy for the check (only +8 right now, b/c of Iago's INT reduction)
 

GlassEye

Adventurer
Agno nods at Iago's request to wake up the hobgoblin wizard. Or rather, what he chooses to take as a request. He approaches Boots.

"If you still have, hurrr... wounds, I call Issolatha's divine healing presently."

Agno will channel energy into healing.



[sblock=Actions/OOC]Sorry for the delay. Hope you all had a happy holiday.

Move --
Standard channel energy: 6 hp healing[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 15 Current: 15
CMB: +1 CMD: 14 Fort: +4 Reflex: +3 Will: +7 (+9 vs. Charm & compulsion effects)
Speed: 40 ft.

Current Weapon in Hand: temple sword
Ammo (Arrows): 32/40 remaining
Current Conditions in Effect: Guidance

Lightning Arc: 3/6 Remaining
Channel Energy: 2/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 3/6 remaining

Cleric Spells:
Spells Remaining: 1st Level 1/3
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells: none prepared yet[/sblock]
 

perrinmiller

Adventurer
Iago identifies the first two of the four potions as healing phials. Based on their similarity and the markings in goblin, they are all probably the same.

Urrtarr stirs awake as some of her wounds are healed. Boots is no longer wounded either. The hobgoblin mage, looks at you all with hatred,
"Ahh fook," she mutters in Goblin tongue and struggles against her bonds again.

[sblock=Combat Information]
Code:
Agno:      15/15 HP remaining; 
Denizel:   14/14 HP remaining; 
Iago:      18/18 HP remaining;
Sylla:     16/16 HP remaining; 
Boots:     20/20 HP remaining; 

CLW Wand (11 charges remaining)
Spells Cast: Light (Denizel), 2xCLW (Agno), Disguise Self (Denizel), 
Shield (Sylla), 2xRejuv Eidolon (Sylla)
Abilities Used: 6/6 Bombs (Iago), 6/10 rounds Satire (Denizel), 
3/6 Lightning Arcs (Agno), 2/4 Channel Energy(Agno),
3/6 Hawkeye (Agno)
Conditions in effect: Mutagen (Iago);
Urrtarr has 4hp[/sblock]
GM: Treasury updated for all four potions.
 


Systole

First Post
Sylla looks at the hobgoblin irritably. She fingers her new bow with clear intent. "Wrong language," she growls.

[sblock]Good cop/bad cop or just let Sylla go to it?[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 17+4 (13+4 flat-footed, 14 touch)
HP: 16/16
CMB: +3 CMD: 17
Fort: +0 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: None
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 15/20
CMB: +4 CMD: 16 (20 vs. Trip)
Fort: +4 Reflex: +5 Will: +0
Perception: +5 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

mfloyd3

Explorer
[sblock=spoiler]
I vote to just let Sylla go, with her monster Intimidate skill. Iago is in no state of mind to play good cop anyway. Perhaps Agno would want a go?
[/sblock]
 

GlassEye

Adventurer
Agno stands and watches Sylla and the hobgoblin wizard with a bit of concern. He isn't certain how far the elf is willing to go. Or maybe he is certain and he doesn't like it, nor his own part in it. But if she can get the hobgoblin to talk, he will tolerate it a bit longer. He makes a clicking sound with his beak and shakes his head.

"The secret of that, hurrr... language has not been granted me. I recommend you speak your answers in the common tongue, or..."

Agno gives Sylla a theatrical side-glance.

"...I may not be able to restrain her."



[sblock=Actions/OOC]Move --
Standard --[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 15 Current: 15
CMB: +1 CMD: 14 Fort: +4 Reflex: +3 Will: +7 (+9 vs. Charm & compulsion effects)
Speed: 40 ft.

Current Weapon in Hand: temple sword
Ammo (Arrows): 32/40 remaining
Current Conditions in Effect: Guidance

Lightning Arc: 3/6 Remaining
Channel Energy: 2/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 3/6 remaining

Cleric Spells:
Spells Remaining: 1st Level 1/3
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells: none prepared yet[/sblock]
 

ScorpiusRisk

First Post
Denizel pokes his head back into the main chamber with a smile. "Are we having communication issues?"

[sblock=Actions/OOC]
If we wanted to do good cop bad cop, Denizel has the charisma and knows goblin.
[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 16 (14 flat-footed, 12 Touch)
HP: 14 Current: 12
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +4
Speed: 20'

Current Weapon in Hand:Dagger/Wand of Cure Light Wounds 10 charges
Current Conditions in Effect:

Bardic Performance: 4/10 rounds per day

Spells Remaining: 1st level 2/3
Spells Known: 1: Charm Person (DC 15), Disguise Self, Hideous Laughter (DC 15)
0: Daze (DC 14), Detect Magic, Light, Message, Prestidigitation
[/sblock]
 

Systole

First Post
"You speak their gibberish?" Sylla asks Denizel, then turns back to the prisoner. She leans uncomfortably close to the hobgoblin. "Tell her that if she really wants to run, I'll ..."

Sylla grins evilly. "Tell her that if she wants to run, I'll let her," she whispers in the wizard's ear. "I'll be happy to take off the ropes. I'll even give her a head start. Tell her that I really want her to run."



[sblock=Mini Stats]Sylla the Grim
AC: 17+4 (13+4 flat-footed, 14 touch)
HP: 16/16
CMB: +3 CMD: 17
Fort: +0 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: None
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 20/20
CMB: +4 CMD: 16 (20 vs. Trip)
Fort: +4 Reflex: +5 Will: +0
Perception: +5 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

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