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Ralf Pennywhistle's page
156 posts. Alias of hogarth.
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Uh oh...I'm getting a bad Oak Island vibe from this...
Waking up, Ralf stretches and says "Aaah...finally, a good night's sleep! The stars must be looking down kindly on us."
He hands the ledger back to Torch. "Can't say I care much for the choice o' reading material, though; those are some black deeds. I'm surprised I wasn't haunted by nightmares all night."
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Heal check: 1d20 + 5 ⇒ (9) + 5 = 14
"Burying this feller again? Seems like a waste o' time to me, but maybe he'll rest easy this time." Ralf pitches in (clumsily) with a shovel.
"Let me take a look-see at that foot there..." Ralf examines the wound to see if he can help clean it up.
Heal check: 1d20 + 5 ⇒ (1) + 5 = 6, +4 if it's after dark
Dang, I should have took 10. :-)
Init: 1d20 - 6 ⇒ (20) - 6 = 14
"Eh? What's that boy dancing around for?"
"Say, buddy," Ralf says to Torch. "Do you mind if I take a look at that book you picked up earlier? I always like a mite o' reading before I go to sleep."
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Ralf agrees amiably.
Ralf nods in agreement at whatever people are saying and adds "Who wants a magical dagger? How about you, miss? You never know when we might have to fight some strange beast that can't be harmed with normal weapons."
"That dagger seems a mite magical, by the way," Ralf cheerfully points out as he goes into a bit of a trance considering the dweomer on it.
use focused trance on spellcraft check to identify and take 10 = 35
Ralf tries detecting any magical auras in the ship.
Survival 1d20 + 6 ⇒ (3) + 6 = 9
"All right, let's get in there and take a look-see."
Ralf heals Torch, his poor aim not much of an issue now.
heal 1d6 + 1 ⇒ (6) + 1 = 7
Ralf moves to K13 and zaps one of the living dead with a bolt of positive energy.
touch attack: 1d20 - 1 ⇒ (3) - 1 = 2
1d6 + 1 ⇒ (6) + 1 = 7
Init: 1d20 - 6 ⇒ (19) - 6 = 13
"Say, you fellers look a mite upset. I wonder what's going on..."
Eventually Ralf notices the living dead creatures down below.
Ralf, not satisfied with Surkhoff's recital for some reason, insists on reading the poem. ;-)
Seeing everyone in agreement, Ralf nods happily and adds "Hear, hear!"
Very useful, thanks!
Ralf scratches his head. "Say, didn't we have a map of some kind before? Maybe we should see where it leads -- there could be some treasure there, or something to help us off this island! I reckon it wasn't too far away, if I remember correctly."
Ralf nods approvingly.
"Maybe we should stay off the trails from now on..." Ralf suggests uneasily.
Ralf heals up Torch some more.
1d6 + 1 ⇒ (2) + 1 = 3
1d6 + 1 ⇒ (6) + 1 = 7
"Whew! I'm glad you didn't need my help, young feller. I'm afraid these old bones weren't much use."
Does the amulet detect as magic to Ralf?
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Ralf gives up on his pitiful attempt at archery and goes back to a pitiful attempt at climbing.
1d20 - 1 ⇒ (16) - 1 = 15
Ralf lamely fires another crossbow bolt, hoping for a miracle.
1d20 ⇒ 7
1d8 ⇒ 3
Ralf gives up on climbing and pulls out his crossbow. His hands quiver so much that it would be a miracle if he hit anything.
1d20 - 1 ⇒ (4) - 1 = 3
1d8 ⇒ 3
If he's out of range of channeling, he's out of range of Ralf's healing spell, too.
"Hang on, young feller! We'll rescue you."
Ralf puts his shield away and starts to climb as fast as his feeble limbs will go.
Climb: 1d20 - 1 ⇒ (8) - 1 = 7
init 1d20 - 6 ⇒ (17) - 6 = 11
Survival: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Ralf is used to people not listening to him (and vice versa). He tolerantly follows everyone else. :-)
Ralf votes to go back to camp and fortify it a bit; he's worried that when they eventually get back, the more fragile castaways will get massacred.
Ralf is fairly insistent on at least going back to camp and checking on the other castaways.
know (nature): 1d20 + 5 ⇒ (17) + 5 = 22
Ralf lets out a low whistle at Torch's nasty wound. "Maybe we should hunker down in camp for a few days while that heals up," he suggests. "By the way, I reckon all that mold will be gone in about a year or so."
Ralf puts a similar protective charm on Aerys.
Alignment Shield, works like Protection from Evil but instead of suppressing mind control, the recipient can expend the spell to reroll any one saving throw caused by an evil creature
nature: 1d20 + 5 ⇒ (16) + 5 = 21
planes: 1d20 + 5 ⇒ (12) + 5 = 17
"Holy mackerels! That looks kind o' like one o' them violent fungus things that can rot your flesh, but this one looks like a fiend straight out o' hell!!"
init: 1d20 - 6 ⇒ (12) - 6 = 6
Take 10 total = 7
Ralf will take 10, if possible.
Ralf is blissfully ignorant of whatever Hrakar is saying.
"Huh. Sounds like a mighty queer thing. Maybe not even from this world!" Ralf shrugs noncommitally. "So, how's about we keep exploring? There's got to be some way off this island. We're burning daylight!"
He starts packing up his small assortment of gear.
Any luck on the knowledge check? Ralf also has Knowledge (planes) and (religion), if that helps.
Ralf relates the contents of the log at length...even if Gelik has already done so. :-)
He also cudgels his brain to see if he might have heard of such a pod before.
use Focused Trance
Knowledge nature (?) 1d20 + 5 + 20 ⇒ (12) + 5 + 20 = 37
I suspect Ralf and Gelik are too far away, but we shall soon see...
Ralf, once he gets over the indignity of being woken up in the middle of the night for no good reason at all, is in favour of continuing reading the log book. He'll use his trance ability again, so there's no chance of failure.
I'll take the flat 4 hp, thanks.
Perception: 1d20 - 3 ⇒ (11) - 3 = 8
"Zzzzz..."
Eh? Speak up!
Ralf spends some time poring over the moldy logbook before bedtime. (See Linguistics roll above.)
Ralf moves up to one of the vegepygmies (provoking an AoO) and feebly swings at it with his walking stick.
1d20 ⇒ 14
1d6 ⇒ 6
Ralf moves forward more cautiously.
single move and total defense action
1d20 - 6 ⇒ (3) - 6 = -3
Yes, as far as I know Ralf's focused trance should work on an 8 hour Linguistics check; there isn't any time limit that I see.
Ralf leafs through the logbook, mumbling to himself absent-mindedly.
Linguistics: 1d20 + 2 + 20 ⇒ (4) + 2 + 20 = 26
Ralf nods sagely. "Well, if you don't mind, I think I'm going to head out of here. The smell's pretty bad. Say, sport, mind if I take a look at that log book later? I've never claimed to be the world's greatest sailor, but I might know a thing or two."
Ralf exclaims. "Well, I'll be! This bracelet would give someone a bit o' armor, and this wand can make illusions of you so your enemies can't tell which is which."
He looks thoughtful for a second. "A fella almost feels bad about killing these poor plant folk. After all, they weren't really doing us no harm until we come acrost 'em."
Ralf notices the magical auras with his Sense Magic charm and he excitedly starts leafing through his book and mumbling to himself. "I'm sure I've seen something like that before somewhere..."
Use Focused Trance ability twice in order to identify the two items
Spellcraft checks:
1d20 + 5 + 20 ⇒ (3) + 5 + 20 = 28
1d20 + 5 + 20 ⇒ (20) + 5 + 20 = 45
Is a 45 good enough for the wand? ;-)
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