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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Tecklenburg" data-source="post: 6474983" data-attributes="member: 6781356"><p>[sblock]Defy Danger (Con)</p><p></p><p>6, 2 + 1 = 9[/sblock]</p><p></p><p></p><p></p><p>[sblock]1d6 damage, no armor.</p><p></p><p>4 damage to me.[/sblock]</p><p></p><p>I clench my teeth and furrow my brow as the (psychic? sonic/thunder?) energy passes over me. Something is powering this hive, this collection of cocoons. Obviously the people inside them are the people of this town. I reach back into the recesses of my mind and my martial tradition. I've fought dozens of aberrant creatures from the Far Realm. Surely I have seen something akin to this before. Something where they use their otherworldly magic to ensorcel the minds and bodies of living things. How do I free these people or at least set them at peace?</p><p></p><p>[sblock]Spout Lore (Int + 1 for martial tradition)</p><p>6, 3 + 3 + 1 = 13</p><p></p><p>Tell me something useful![/sblock]</p><p></p><p></p><p></p><p>The cemetery. Those tombstones had to have had the surnames of many or most of the generations of people in this village. Perhaps they even had an inscription that briefly described the lost. I boldly stand before this beast and shout over the insane whispering:</p><p></p><p></p><p></p><p></p><p></p><p>With the hulking thing frozen by my words, I leap in with a powerful slash and stab combo of my curved elven blade, unleashing a torrent of nethermantic magic with my free hand as I do. My mind clears from the psychic energy assailing it.</p><p></p><p>[sblock]I'll go with Flawless Bladework with no complication on 7-9</p><p></p><p>Flawless Bladework (Int)</p><p></p><p>2, 3 + 3 = 8</p><p></p><p>1d8 damage. 6 - 2 armor = 4 damage to the central mass. </p><p></p><p>Apply 1 technique ( <strong>Soul Siphoning</strong> ): 1d4 HP back. 2 HP returned to me.[/sblock]</p><p></p><p>[HR][/HR]</p><p></p><p>Saerie can go ahead and deal her damage and do whatever she is going to do and then I'll continue.</p></blockquote><p></p>
[QUOTE="Tecklenburg, post: 6474983, member: 6781356"] [sblock]Defy Danger (Con) 6, 2 + 1 = 9[/sblock] [sblock]1d6 damage, no armor. 4 damage to me.[/sblock] I clench my teeth and furrow my brow as the (psychic? sonic/thunder?) energy passes over me. Something is powering this hive, this collection of cocoons. Obviously the people inside them are the people of this town. I reach back into the recesses of my mind and my martial tradition. I've fought dozens of aberrant creatures from the Far Realm. Surely I have seen something akin to this before. Something where they use their otherworldly magic to ensorcel the minds and bodies of living things. How do I free these people or at least set them at peace? [sblock]Spout Lore (Int + 1 for martial tradition) 6, 3 + 3 + 1 = 13 Tell me something useful![/sblock] The cemetery. Those tombstones had to have had the surnames of many or most of the generations of people in this village. Perhaps they even had an inscription that briefly described the lost. I boldly stand before this beast and shout over the insane whispering: With the hulking thing frozen by my words, I leap in with a powerful slash and stab combo of my curved elven blade, unleashing a torrent of nethermantic magic with my free hand as I do. My mind clears from the psychic energy assailing it. [sblock]I'll go with Flawless Bladework with no complication on 7-9 Flawless Bladework (Int) 2, 3 + 3 = 8 1d8 damage. 6 - 2 armor = 4 damage to the central mass. Apply 1 technique ( [B]Soul Siphoning[/B] ): 1d4 HP back. 2 HP returned to me.[/sblock] [HR][/HR] Saerie can go ahead and deal her damage and do whatever she is going to do and then I'll continue. [/QUOTE]
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