Act II, Ill Fortunes (the third day)

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Apr 11, 2018 5:56 pm
Roland goes over to the living wolf and binds her with his silk rope. He then checks to see if she can be stabilized for questioning.

Rolls

heal - (1d20+13)

(15) + 13 = 28

Apr 11, 2018 6:09 pm
Darren's eyes flutter open as the potion works its magic on his wounds. With a profound groan, he sits up and looks around to make sure there are no more enemies. Once he's sure they're not under attack still, he casts a couple of healing spells on himself.
[ +- ] Combat Stats
Last edited April 11, 2018 6:10 pm

Rolls

Cure Light Wounds 1 - (1d8+5)

(6) + 5 = 11

Cure Light Wounds 2 - (1d8+5)

(3) + 5 = 8

Apr 11, 2018 7:12 pm
OOC:
@ Naat: Yes he could.
Roland checks on the unconscious she-wolf, she seems stable. At this, Janis draws his silvered scimitar and approaches the pair.

"Please stand aside friend. This creature needs to be destroyed."
Apr 11, 2018 7:35 pm
"Interrogate first, kill second. We already had one comrade go down because we didn't properly case this place. That door right over there goes somewhere, and there was some kind of magical fairy thing in here they were holding captive. We need information worse than anything else right now."
Apr 11, 2018 8:36 pm
"Fine, but when that think outlives its usefulness, it dies."

Meanwhile, Ireena simply retrieves her crossbow while glaring angrily at Janis for how he comported himself during the fight...
Apr 11, 2018 8:48 pm
Roland will search the prisoner while he awaits her to awaken.

"Will someone please move that corpse into the hallway and search it? Perhaps there are clues or valuables to help us. I don't want the prisoner to awaken to see a dead comrade on the ground. It makes them harder to question."
Apr 11, 2018 9:02 pm
Veroth takes a deep breath and stops struggling frantically, taking his time to get free.
OOC:
Taking 10 on Escape Artist = 26
Apr 11, 2018 11:09 pm
As Veroth finally break free of his entanglement, Roland will find on the she wolf a sling, 9 bullets (with two coated of a strange liquid), a sickle, a ring, a headband, a pair of bracers, a potion, holly and mistletoe, and a small pouch with 223 gold pieces and 9 silver pieces.
Apr 12, 2018 1:14 am
OOC:
Sorry I am late to the part guys. Seems like the cleric should have been here to heal some people.
"I have some positive energy left. If everyone who needs to be healed would like to come away from the enemies I can do some group healing."

Heather moves at least 35 feet away from the injured enemies, so as not to accidentally heal them prematurely.
OOC:
Do we need more healing?
OOC:
I assume people need more than 4 so I will cast another. Hopefully the rolls are better.
Last edited April 12, 2018 1:15 am

Rolls

channel positive energy - (3d6)

(121) = 4

channel positive energy - (3d6)

(466) = 16

Apr 12, 2018 1:39 am
kalajel says:
As Veroth finally break free of his entanglement, Roland will find on the she wolf a sling, 9 bullets (with two coated of a strange liquid), a sickle, a ring, a headband, a pair of bracers, a potion, holly and mistletoe, and a small pouch with 223 gold pieces and 9 silver pieces.
Roland will check the coated bullets to identify them. Alchemy?
Apr 12, 2018 3:46 am
OOC:
Yeah, Alchemy would work.
Apr 12, 2018 5:38 am
OOC:
I'd assumed we'd just hand-wave the "untangle" business. Taking 10 isn't good enough though, so I'll roll a few checks.
[ +- ] State

Rolls

Strength to break free - (1d20+5)

(2) + 5 = 7

Strength to break free - (1d20+5)

(4) + 5 = 9

Strength to break free - (1d20+5)

(11) + 5 = 16

Apr 12, 2018 2:38 pm
"Thank you, Heather," Darren says with a respectful nod, moving over to stand by Roland, "Hopefully, this one'll be talkative..."
[ +- ] Combat Stats
Apr 12, 2018 2:40 pm
OOC:
@ azira: you can take 20.
So as Durgrim tries and fails to unentangle himself, probably letting out a few dwarven curses, you now have an unconscious prisoner you can wake and interrogate...
Apr 12, 2018 2:43 pm
Alchemy check

Rolls

alchemy - (1d20+7)

(18) + 7 = 25

Apr 12, 2018 2:49 pm
The stone pellets have been coated with poison. One you identify as giant wasp venom and the other as blue whinnis poison. More than likely they other wet pellets they slung at you but which missed were coated in a similar substance...
Apr 12, 2018 3:12 pm
Roland will dump the loot from this wolf into his haversack to be distributed later, except for the two poisoned pellets. He will hold onto those in his pocket. He then sets the last she wolf up to start waking her up.
Apr 13, 2018 2:18 pm
Roland attempts to wake up the unconscious she-wolf but fails... Seems he is forgetting something...
Apr 13, 2018 3:33 pm
Roland will examine the she-wolf to see if there is anything on or in her (like a bullet) that might prevent her from waking.
Apr 13, 2018 10:36 pm
A cursory look finds nothing lodged in her, though she is wounded...
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