Father mayhem secures the boat and moves over to airik and casts cure light wounds on him. Rolling airik gets back wow, max hp 7. He is back to 10 hp and the paralysis is gone and airik can move freely
Father mayhem saysa few words of prayer and last rites and then pitches will intl the lake. Saying that a burial at sea will do
Dm to players: so now that will has been recovered keep exploring or leave?
Crossing the lake , you estimated that you rowed for 400 feet, you arrive at a beach landing. The beach (shore) is illuminated by green phosphorescent glow and the beach is 30 ft diameter half circle. There is an exit in the south which heads out 10 ft before becoming a T intersection going north east and southwest. However, which has your intention is three short red skinned dog humanoids that are carrying crude spears. They are are barking at you but are not attacking you
Post by scottenkainen on Jul 12, 2017 16:13:22 GMT -6
Airik would fight them if they insisted, but he was hoping the kobolds would surrender and talk to his talky comrades when his sword was in swinging distance of them. Either way, Airik was hoping to wrap this fight up quickly...he felt like he had to "empty the chamber" soon...
Post by kenmeister on Jul 13, 2017 12:32:39 GMT -6
Father Mayhem feels strange. Usually he's the one that charges into battle and causes, well, mayhem. But he's in the uncommon position of feeling his comrades are a bit hasty here. Just cute little dog-men right? Shouldn't diplomacy be the first option? He watches from the boat to see what transpires.
Last Edit: Jul 13, 2017 12:33:06 GMT -6 by kenmeister
ken-do-nim on DF
Mayhem's spells: scroll with [bless, cure light wounds, cure light wounds, and detect magic], protection from evil
Sorry, only the part about the player movement appeared on my screen (I'm having a bad day; maybe I was just inattentive). Damrod will approach the whimpering kobold and ask in Common, "Do you understand what I'm saying?"
I pray for exactly seven things: strength, intelligence, wisdom, constitution, dexterity, charisma, and more hit points.