Jarreck Lightfoot
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3, 1 in the satchel that Sef gave us originally, and 2 more found when the camp was looted after Seven told him "up yours"
| Seven.teen |
Cantrips are not mentioned because there's loads of them and due to this from the ACG.
Jarreck Lightfoot
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Ahh gotcha need to read up on the Arcanist, haven't done so yet. Seem like an interesting character to play.
Jarreck Lightfoot
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Seven, Mort, Omo? I'll leave that decision to you. What 1st lvl spell do we need in addition to what you have already? Thanks Niles
| Seven.teen |
Lets say a scroll of Mount? Seventeen would be happy to learn that, leaving the scroll intact for use.
Jarreck Lightfoot
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unless someone needs something more then mount I'll show that as the 3rd spell. Seven ok to show all 3 under your inventory(group use)?
| Guaire |
Guaire wasn't the type for gambling, it was gamblers unable to pay dues, others, that had caused ruckuss in Aaramor.
He instead went to talk to a few other patrons who weren't currently gambling. After some smalltalk he shifts the topic to Garmen.
"Could any of you tell me about mister Garmen? I have visited Torch a few times, but have not yet met him before."
| Mortimer 'Mort' Burrwaddle |
Lot of posts after a hard day's of work, sorry had to catch a deadline yesterday.
Mort follows Jarreck along and frowns as his brother sends them to more technological dealers.
When Jarreck goes to purchase a wand of cure light wounds and tells him there's not enough money to buy a water breathing potion or scroll, Mort shrugs and mumbles.
"Well okay, I guess I could keep some of my magic in reserve to help out Khonnir if we find him."
I'll get Air Bubble studied in for the next day, should be enough to get Khonnir back up above the water.
"Well? What are your plans now Jarreck? I'm probably going back to my brother and sleep, try to be fit again when we continue exploring again. Elsewise I'd try to search for small dosages of venom, for medicinal purposes of course."
| GM Niles Iron Gods |
Ok so summary of the night's actions.
Vrek/Guaire: Drink some but nothing else
Omo/Seven: Go home and talk with Val
Jarreck/Mort: Go to the junkyard, then Sanvril Trett, then the Silverdisk
A few of the patrons talk about Garmen, they praise his wealth and his magnanimity when giving out loans.
Go ahead and post anything you want to do in town before you head back to the caves. Then post a DC 10 swim check, you'll all have water breathing from Joram Kyte the priest if you choose to ask him. Don't aorry about the fire beetles, they have moved on.
1d100 ⇒ 100 1d100 ⇒ 12
| Seven.teen |
"Omo, we should find out who the purple hair woman is. I'm concerned her group will cause trouble for us. Who do you think we should ask?", enquires Seventeen keenly aware that people don't always respond well to her question.
| Guaire |
The man's a loanshark? Being in debt is a dangerous thing.
After hearing the stories, Guaire greets the barkeep good night and headed back to the room he had rented at the general inn. As expected, his cousin's bed was made and anything of him was gone.
The following morning he had gotten up early again and headed out for a walk, likely to walk into one of the others.
Jarreck Lightfoot
|
Niles would we be able to find a potion in the market "Touch of the Sea" 50gp investment would help talk care of Khonnir on the return trip. Also leaves that slot open for Mort, instead of having to hold the slot for Air Bubbles
Jarreck would have finished his shopping in the market before meeting with Guaire and Vrek later at the Silverdisk. After hearing Guaire make a couple of inquiries about Master Garmen, Jarreck will talk quietly with Guaire mentioning the information he knows about him: "Guaire, Garmen basically has ties with the local group - the Ropefist - Torch's version of the Thieves Guild." Ending with a warning: "'Ware what questions you persue, he may even be the local guild master, unnecessary questions might bring unwanted attention. From the thieves Guild getting the feeling either another guild is feeling them out for a takeover or some form of authority is trying to bring them in."
Later before heading home Jarreck will ask Garmen is he knows anything about the Purple Haired woman who was in the caverns.
| GM Niles Iron Gods |
1d100 ⇒ 12 Sorry, that potion isn't available.1d100 ⇒ 19 Wow, neither is a scroll.
Garmen says Never seen someone with purple hair. Seems like it would stand out though. 1d20 + 11 ⇒ (6) + 11 = 17
Jarreck Lightfoot
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sense motive: 1d20 ⇒ 4
Distracted by one of the beautiful serving girls walking by, Jarreck doesn't sense any falsehood in Garmen's response, and thanks him for his time and hospitality for the evening.
After getting a good nights rest, Jarreck will meet the others at the temple where Joram will reapply the water breathing.
"Good Morning! I hope you all had a good nights rest. To Seven and Omo my apologies in the delay finding Khonnir, maybe today we will fair much better."
"Guaire, Traveling mercies upon your cousin. He will be sorely missed in the coming days I believe."
When it is needed: swim check: 1d20 + 5 ⇒ (20) + 5 = 25 I think I passed this time :-)
| Mortimer 'Mort' Burrwaddle |
Guess I keep Air Bubble.
Mort waits on the others outside of the temple early in the morning.
"So, you guys finally have arrived. Sorry to hear your cousin Vrek is not coming with us this day Guaire, I wish him all the best in his travels. I've got something prepared for if we find Khonnir alive, so not only we, but also he can make the trip back."
| Seven.teen |
Fortitude: 1d20 + 2 ⇒ (3) + 2 = 5
Swim: 1d20 ⇒ 9
Blub blub blub...
Jarreck Lightfoot
|
oops forgot the Fort save here you go. Swim check above on last post
fort save: 1d20 + 1 ⇒ (3) + 1 = 4
When it is needed: swim check: 1d20 + 5 ⇒ (20) + 5 = 25 I think I passed this time :-)
"Uh Mort, the swim went much better but after swallowing some of that junk, feeling a might bit sickly. Antitoxin, please, good sir."
| GM Niles Iron Gods |
The sickness lasts for only a minute after you leave the water.
Seven is just a little winded. Everyone else makes the swim no problem.
The party traverses the caves, retracing their steps from the previous expedition. Eventually they arrive at the large sandy cavern they were at earlier, where Vrek smashed the purple tentacle monster. The carapace remains, but the smashed monster's body has been removed. A trail of sticky blue ooze leads off to the southeast.
Map is accurate
Jarreck Lightfoot
|
"Hmmmm, something has been here overnight. Guaire, Mort, let's see if we can find actual tracks and tell what it was."
survival: 1d20 + 1 ⇒ (16) + 1 = 17 to actually find a track
kn:dungeoneering: 1d20 + 7 ⇒ (10) + 7 = 17 do we know what made the track if anyone finds one
Jarreck begins to look around the trail of blue slime for any tracks made by whatever took the tentacled beast from before.
| Seven.teen |
Seventeen takes a close look at the blue slime and precisely sub-vocalizes a string of spidery words which cause her eyes to flash pale blue once and then twice.
"คอมพิวเตอร์ ระบุ ตัวอย่าง"
She casts detect magic and detect poison
Knowledge (arcana): 1d20 + 9 ⇒ (3) + 9 = 12+2 more if it's something Alien
Jarreck Lightfoot
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@Omo on the walk back up to the caverns "Auntie Jheska?"
| Omo Nijj |
I meant Jhestine.
"Seventeen asked if we should inquire about the purple haired person in town. I suggested talking to Auntie Jhestine. She runs the potion shop and is a wise and perceptive woman. She may have heard or seen something important."
Jarreck Lightfoot
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"Ah, that would have been a good idea, she would also have many contacts that over the years have needed to get into odd places to retrieve interesting ingredients for the many potions she is able to procure recipes for."
| GM Niles Iron Gods |
The party moves forward, following Jarreck and Guaire. They notice that the gait of whatever pulled the carcass seems unsteady and unnatural. The party moves about 40' in this odd desertlike landscape when they spot movement up ahead!
Vrek: 1d20 + 1 ⇒ (8) + 1 = 9
Guaire: 1d20 + 3 ⇒ (9) + 3 = 12
Omo: 1d20 + 3 ⇒ (14) + 3 = 17
Seven.Teen: 1d20 + 3 ⇒ (13) + 3 = 16
Mort: 1d20 + 2 ⇒ (11) + 2 = 13
Jarreck: 1d20 + 4 ⇒ (16) + 4 = 20
Monster: 1d20 + 8 ⇒ (5) + 8 = 13
The party spots several Four armed skeletons Their bodies closely resemble the drawings in the earlier caves.
Round 1
Jarreck
Omo
Seven
Mort
Monster
Guaire
Map is updated.
| Omo Nijj |
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Omo slinks up to 20' of the glowing eyed skeleton and lights it up.
Bombs Away (Ranged Touch) : 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage (Fire): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Jarreck Lightfoot
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perception: 1d20 + 7 ⇒ (11) + 7 = 18
Thinking to split up the skeletons, Jarreck will move forward shooting at the one in the middle(pink, 3 squares east) trying to remember if he has run across these before and does he know anything about them.
shortbow+PBS+blunt arrows: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
damage+PBS: 1d6 + 1 ⇒ (3) + 1 = 4
kn:dungeoneering: 1d20 + 7 ⇒ (8) + 7 = 15 now that I can see the creatures
| Seven.teen |
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Seventeen points suddenly, "That one's eye-sockets have a greenish glow!"
Seventeen intones a now familiar phrase and with a piercing cry an eagle appears next to the pink skeleton and attacks in a flurry of claw and feather!
Claw 1 attack: 1d20 + 3 ⇒ (2) + 3 = 5Claw 1 dmg: 1d4 ⇒ 1
Claw 2 attack: 1d20 + 3 ⇒ (18) + 3 = 21Claw 2 dmg: 1d4 ⇒ 4
Bite attack: 1d20 + 3 ⇒ (4) + 3 = 7Bite dmg: 1d4 ⇒ 1
Standard action, summon Eagle. Arcane Reservoir pts 1/5
| Guaire |
Guaire moves 1 up, 4 right to take aim at the skeleton.
"Darn things are heavily arrow resistant, i'll have to buy some blunt arrows next time."
Shot+PBS: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Dmg: 1d8 + 1 ⇒ (5) + 1 = 6
| GM Niles Iron Gods |
Round 1
Jarreck moves forward and fires at the curious skeleton. His shot flies into the darkness.
Omo moves forward and hurls a bomb. The green eyed skeleton collapses into a pile of flaming bones.
Seven moves up and summons an eagle to attack the Green skeleton. The Eagle's attacks fail to harm the bony creature.
Mort
Monster
Guaire *actions posted.
| Mortimer 'Mort' Burrwaddle |
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Mort sighs deeply as he notices the skeletons.
"Great... Undead... I'm not prepared for those."
Mort summons a Fire Beetle 10 feet from the blue skeleton between Guaire and the skeleton.
He can't attack yet as it takes a full-round to cast SNA, also it acts as a 10-foot light source.
| GM Niles Iron Gods |
Round 1
Jarreck moves forward and fires at the curious skeleton. His shot flies into the darkness.
Omo moves forward and hurls a bomb. The green eyed skeleton collapses into a pile of flaming bones.
Seven moves up and summons an eagle to attack the Green skeleton. The Eagle's attacks fail to harm the bony creature.
Mort begins summoning a fire beetle.
Monster
Green's eyes light up with an eerie green glow and it savagely attacks the summoned eagle Claw1: 1d20 + 3 ⇒ (9) + 3 = 12Claw2: 1d20 + 3 ⇒ (9) + 3 = 12Claw3: 1d20 + 3 ⇒ (18) + 3 = 21Claw4: 1d20 + 3 ⇒ (1) + 3 = 4 hitting once for 1d4 + 3 ⇒ (3) + 3 = 6 the eagle cries in pain and then disappears.
Blue charges Guaire Claw: 1d20 + 3 ⇒ (19) + 3 = 22 hitting him for 1d4 + 1 ⇒ (2) + 1 = 3
Guaire steps back and fires his bow, he notices that the arrow doesn't have much effect on the skeletal frame.
Another skeleton moves into view.
Round 2
Jarreck
Omo
Seven
Mort
Four Armed Skeletons
Guaire
| Mortimer 'Mort' Burrwaddle |
Switch to melee mode and fight defensively or else let them group up and let the alchemist do the work for us.
| Seven.teen |
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
In a tone more suited to a classroom, Seventeen suggests, "These skeletons seem resistant to slashing or piercing weapons. Try blunt arrows if you have them."
Seventeen studies the skeleton and thinks , 'Time for an alternative solution.'
Seventeen points at the skeleton that charged Guaire and barks a single alien word. Her eyes sparkle briefly and twin bolts of silvery radience shoot out from her fingertip to unerringly strike the skeleton!
Magic Missile CL 3: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Swift Action: Use 1 arcane reservoir point to boost caster level by 1
Standard action: Cast Magic missile
Move action: Fall back 3 squares towards the entrance.
Magic Missile
Grease
Jarreck Lightfoot
|
Jarreck will spin back hearing the attack on Guaire. Dropping his bow he will draw his sword and move to attack the skeleton from the opposite side. I think I can get there working off my phone.
longsword: 1d20 + 3 ⇒ (9) + 3 = 12 add two for flanking
damage: 1d8 + 2 ⇒ (8) + 2 = 10
If a hit with flanking. Not sure with map placement. Showing room between Guaire and skeleton. Do they have reach?
sneak attack: 1d6 ⇒ 3
| Omo Nijj |
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
In the heat of battle, Omo is unaware of the further skeletal menace. He readies a bomb to throw if another skeleton comes within 20'.
Readied Action -- Bombs Away!! (Ranged ouch): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage (Fire): 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
| GM Niles Iron Gods |
Round 2
Jarreck moves to set up a flank but his attack misses the deceptively quick skeleton.
Omo readies to hurl a bomb.
Seven destroys a skeleton, the magic missile blasting the bones apart.
Mort finishes summoning his fire beetle and.... waiting on his turn.
Four Armed Skeletons
Guaire
Where do you want the fire beetle? Just an FYI, two skeletons have been blasted apart currently two remain
Jarreck Lightfoot
|
Unless creature threatening group member, next round Jarreck will retrieve dropped bow.
Passing Guaire 5 blunt arrows in passing if allowed.
| Mortimer 'Mort' Burrwaddle |
Mort conjures up the Beetle close to the skeleton in the north-east, the green one.
He then draws his club as he moves 20 feet out into the dim-light.
The beetle appears and attacks the nearest skeleton with his mandibles, making a clicking sound as he goes, illuminating the surrounding area.
Attack Beetle: 1d20 + 1 ⇒ (8) + 1 = 91d4 ⇒ 2
Beetle's statistcs: AC 12 hp 4