Merisiel

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366 posts. Alias of Luke_Parry.


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Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Okay, well, as long as we have one other taker, I can run 'as is' (running Merisiel as a 4th person 'pregen'). Otherwise, we will have to find another player for the last quest to make the table legal.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Who else is still around? We are 5/6 of the way through, so I would like to finish this... I am happy to take over as the GM.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"I think we can agree to those terms."

Merisiel then waits patiently for the dwarf to follow through on his agreement.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15.

Merisiel raises an eyebrow.

"That seems awfully pugnacious for someone with such a sizable gambling debt. If you would rather end up dead in a ditch, though, we will happily take our giant spider poison and silk sacks elsewhere..."

Someone who is actually trained in Intimidate may want to make a roll ;-)


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"I agree... Mr Ninefingers sounds like he would be the most.... motivated buyer. Let's try him."


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Remembering that Ulisha was dissatisfied with her existing contact, Merisiel wracks her brain, trying to recall which of her contacts would be likely to want what the party has just acquired...

Knowledge(Local): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26.

Using the advice Erasmus gave earlier ;-)


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Working on the assumption that it is probably Survival, due to 'living off the land'...

Dagger in hand, Merisiel does her best to harvest what she needs from both spiders.

Survival: 1d20 + 1 ⇒ (19) + 1 = 20.
Survival: 1d20 + 1 ⇒ (15) + 1 = 16.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel moves to inspect the corpses.

What sort of check do you want to 'harvest' the stuff that we need?


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

I know the GM said that he was having some personal issues; if people would like, I am happy to step-up and finish this (since we are nearly 5/6 of the way through).


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Still here.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel keeps stabbing at the injured spider, whistling a jaunty tune!

Rapier: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10, for 1d6 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 damage.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"It looks like we are in a bit of a sticky situation..."

Merisiel tumbles around to a flanking position, and stabs!

Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19.
Rapier: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14, for 1d6 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8 damage.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Buffs? What are these strange things of which you speak? ;-)

Merisiel cautiously moves forward, dagger in one hand, and rapier in the other.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"Sounds like an interesting place! Let's go hunting..."


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel tosses another dagger at the flatfooted woman she already hit.

Dagger: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d4 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11 damage.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"Unless of course you want to have a messy and ignominious end, in which case we will be happy to oblige..."

Intimidate: 1d20 ⇒ 20.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Heh. Ah, well - I didn't know that ;-) The background information suggested that a show of force was the way to go, so I thought we should take the initiative...


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"Yeah, no... We know how things work around here. My counter-offer is this: Drop your weapons, and your valuables, and we won't turn you into crow-food."

So saying, Merisiel tosses a dagger in the woman's face.

Dagger: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7 damage.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Knowledge(Local): 1d20 + 4 ⇒ (12) + 4 = 16.

Merisiel nods.

"I've heard that might makes right in Numeria, so shows of force may be required. Skymetals like adamantine are also quite prevalent in the area."

She then grins.

"Let's go see what is at the crash site!"


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel dashes forward, ready to stab a guard.

Double move.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Unable to break free of the crush, Merisiel instead attempts to cartwheel over the top of the group surrounding her, and then make a mad dash for it...

Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15.

...putting a bit of distance between her and the crowd, she then ducks down a side alley, and attempts to hide...

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25.

...quickly stealing a shawl from a washing line, and ducking behind a cart.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel dodges between several villagers, then lithely rolls between a few more, all the while keeping her eyes intently upon the fleeing 'cleric'.

Escape Artist: 1d20 + 7 ⇒ (2) + 7 = 9.

Unfortunately, the sheer press of bodies means that she doesn't make any headway.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6.

Merisiel frowns.

"This all seems highly irregular. I say we have a rather pointed 'chat' with the man, as soon as he puts in an appearance."

To be clear, the point I am referring to is a dagger tip.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Knowledge(Local): 1d20 + 4 ⇒ (14) + 4 = 18.

Merisiel shares what she knows with the others.

"Worship of Razmir began in the River Kingdoms, where it spread quickly and led to the creation of a theocracy. Allenstead has always resisted conversion despite being on the very edge of Razmiri territory.

Razmir is known as the Living God, a man who claims to have ascended to divinity by completing the Test of the Starstone. His faithful preach law, luxury, and obedience."

She then frowns.

"That statue of Razmir is troubling, considering the town's rabidly anti-Razmir stance; something drastic must have changed, and quite recently, too..."

Merisiel moves forward to look around.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel gives the tiny creature a burial on the island in the middle of the stream (by placing a few boulders over it in a rough cairn), and then turns to the others.

"Right then - shall we be on our way?"

...to the next location on the list!


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"Tsk, tsk, little one!"

Merisiel wags a finger at the little creature, then moves forward to stab it.

Rapier: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 + 2 ⇒ (3) + 2 = 5 damage.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel does her best to move the boulders.

Strength: 1d20 + 2 ⇒ (13) + 2 = 15.
Strength: 1d20 + 2 ⇒ (14) + 2 = 16.
Strength: 1d20 + 2 ⇒ (7) + 2 = 9.
Strength: 1d20 + 2 ⇒ (19) + 2 = 21.
Strength: 1d20 + 2 ⇒ (10) + 2 = 12.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel nods.

"Fair enough. I'll check the rocks over in the river."

She then moves to do exactly that.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel wrinkles her nose.

"Eww! Erasmus, if you were that hungry, why didn't you say something earlier..."


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Perception: 1d20 + 7 ⇒ (15) + 7 = 22.

Merisiel wrinkles her nose in disgust.

"Ugh. This place stinks of raw meat!"


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"That looks suitably ominous!"

Merisiel conducts a quick search of the area, although she is careful to avoid stepping inside the circle of standing stones.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel nods vigorously.

"Haunted spots usually have an interesting history... which usually translates to the availability of some interesting loot!"


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Perception: 1d20 + 7 ⇒ (11) + 7 = 18.

Merisiel wrinkles her nose...

Fairly amateurish job...

...but keeps silent, for the moment.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

The next one on the list?


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Not needing to be asked twice, Merisiel moves to grab the tapestry, and escape as quietly as possible.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

At the formal admission of guilt, Merisiel brightens considerably.

"Ah, well, in that case:", she clears her throat, "We are formally performing a citizen's arrest. Try not to resist too much..."

She then shanks the woman!

Rapier: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 damage.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"Agreed. I once came across a painting of Sarenrae and a succubus, which was worth a pretty penny..."


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel chips in:

"If you would like it to disappear permanently, we would be happy to help with that..."


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel shrugs.

"I can give it a shot..."

Disable Device 'Take 10' = 20.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel looks on with interest as the woman attempts to break the gate down.

"Anyone have a crowbar, or a portable battering ram...?"


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel grins in appreciation of Kyra's quick-thinking.

"Excellent work - we'll make a Rogue out of you, yet!"


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Merisiel gives the woman a long look.

"That sounded awfully like a confession..."


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

With a shrug, Merisiel cautiously enters the graveyard, and inspects the body.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

Suspecting an ambush, Merisiel cautiously slinks forward, and inspects the gates...


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

A lithe elf wearing comfortable leathers, and literally festooned with daggers, casually swaggers into the room.

Skimming over the notes, she nods in satisfaction.

"Mystery? Hidden treasure? Sounds like fun!"

I am perfectly happy to start at the top of the list, and work our way down.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

@I'm Hiding in Your Closet: Silverhex Chronicles is a series of six inter-linked 'quests' (i.e. one encounter adventures), with a single chronicle sheet.


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

I certainly would be interested in some more CORE games - I would even have some of my *actual* PCs free ;-)


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

@Doyle Padmore: Is there something else you would like to run...? ;-)


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

The chronicle sheet looks fine; thanks for running the game :-)


Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)

"No thanks; I have other plans for it..."

No longer able to reach the worm, Merisiel tosses a dagger at it.

Dagger, Bless Weapon: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.