Harsk

Azaghâl Flintbreaker's page

423 posts. Alias of Phillip0614.


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

You take as much time as you need, YBD; I can't speak for the others, but I'll for sure be ready to go when you're feeling better. Have a good recharge!


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Bloody hell, get away from it! That flash has short range! Get away!" Az calls to the others from the catwalk above, waiting until the area surrounding the golem is clear before firing another shot down at it and teleporting the next round into his musket.

Delayed action; holding the shot until everyone else is outside that 10' stun-flash, at the very least.

Musket Attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Musket Damage: 1d12 + 1 ⇒ (6) + 1 = 7

If it's impossible to clear the range of the flash, let me know, and I'll revise my action for the round.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

*Snort* Who da--?! Wha-da--?! Oh! Right! Sorry!


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Yipe! Sorry! Didn't realize that we'd had a post answering our question yet.

The dwarf takes a second to make a quick shot over the railing and, seeing that the golem is not currently presenting a threat and not wanting to draw its attention, Az instead chooses one of the techs that are still attempting to flee, trying to pull off a disabling leg shot, using his bandolier to teleport another shot into his musket even as he lets the gun fall against its sling, freeing his hands to keep gathering documents.

Musket Attack+PBS: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Musket Damage+PBS: 1d12 + 1 ⇒ (11) + 1 = 12

Well that should definitely be disabling...


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Now that he's finally in a position to start gathering the papers, Az begins doing so, collecting as many of the papers as he can reach.

Is collecting the papers going to be considered standard- or move-equivalent action? If it's move-equivalent I'll go ahead and roll an attack for this turn, too.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

The dwarf keeps up his hustle, suddenly wishing very much that his legs were just a bit longer.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Then that's what we'll do; I'll take the run action again to get to those documents as quickly as I can.

Az continues running as quickly as he can along the catwalk, trying to get to a position to catch the documents that Corynne is floating up to his level.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Gah, to the hells with it!" Az exclaims, making a mad dash for the nearest ladder he can reach.

I'm assuming the barbell-looking things next to the catwalks are ladders; if that's the case, that's where Az is going, but I'm not sure how much distance I would be able to cover combining the move with a climb.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Also, as you mentioned, Az's height might be an issue here. Can I see well enough to get a non-obstructed shot on any of them or would I need to move first? Particularly a shot meant to disable, but not kill.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

How high off the ground are those catwalks? I'm assuming 20'? If you could get them either up there, or beyond those crates, they wouldn't be able to burn any more of them.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Are we on the ground level or are we on some kind of scaffolding above the ground? I'm assuming those are stacks of barrels and crates and stuff on the map, and if that's the case, are we able to see everything that's going on or is our line of sight obstructed by all the stuff?

If they're busy trying to burn stuff, we need to try and save what documents we can. Maybe Corynne could use her telekinesis to get some of it in the air or move it towards us or something so we can keep at least some of them intact?


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Az will leave lights up to you three. Unless there are other dwarves or dark-sight magics here, they will be needing light, too." he whispers.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Is probably best for no guns...bah. Looks like Az will be using musket for club for the moment. If you need me near front to keep eye out, Az will do it. I am still only person who can see in dark, yes?"


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Is best idea that we have right now, I am thinking." Az concurs.


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

The dwarf looks up and over to Corynne, not without skepticism. "The oil is in pain? Oy. That is new one on Az. If machine fluids start growing feelings, is not good for me. Or Miselle. Or entire bedrock of modern Risuri civilization." he comments; it's difficult to tell if he's serious or just really, really good at a deadpan delivery.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"This oil, too...is different. Is subtle, but difference is there. And look, see flecks of white in it? Az thinks there was mention of this in LeBrix's notes, but cannot remember anything but seeing it in passing. Was so much information."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Aye, she said it started last night..." he replies, taking a knee so he can dip his finger into the oil and daub a bit on the tip of his tongue. "That's oil, alright...strange that it just seems to have appeared like this..." he remarks, trying to think of any sort of phenomenon he knows of that would cause such a thing.

I'm not sure which check would be most appropriate for this circumstance...I'm thinking probably either a Perception (+8) or a Know(Engineering) (+6), but I'll just roll a d20 and let YBD apply it to whichever check would be most appropriate for the situation, if that's alright.

Know/Perception Check: 1d20 ⇒ 11


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Whether they do or not, I at least want to go check on Aryanna, and do what we can to help her and her father. They were first people to really take me in when I came to Risur. Dwarves are not exactly common sight here, and was hard for Az to find work at first. I am knowing I do not talk much...being among so many humans for first time, and knowing no one, it was difficult to find niche where Az fit. Ary helped me get settled, introduced me to people who could get me on my feet. Is debt that Az can never repay, but I want to help her." he states plainly.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Could a knowledge check help narrow down a source or is "burnt engine grease" too broad a descriptor?


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Hmm...is something going on here, everyone. I have friend who says there is smell of burnt engine grease in air since last night...she is not only one to notice and she's feeling very uneasy about it. I think is no coincidence that it started just before Nevard's announcement. We should go see what's up."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Then that's what I'll get done. I'll buy the Endless Bandolier, keep the Beneficial Bandolier as a requisitioned item for now, fix the musket, and hang on to the rest of my funds. That'll leave me at...3,667-300-1500=1,867 GP.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Since the rally is going to be the next afternoon, would there be enough time for me to repair my musket? I haven't fixed it from having the broken condition yet. I'd also be interested in picking up an Endless Bandolier. I'll probably let that be it for my purchases for now. I want to craft some paper alchemical cartridges the next time we have some downtime but I don't think we have that now and fixing the musket takes priority.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I'm ready to move on, but I still haven't had time to pick out gear; just to keep from holding everyone up, I'm fine with moving the story along now. Would you mind if I gave you my list of stuff tonight? I should (finally!) actually have time to.

I know I've been really quiet lately and I apologize for that; I've been helping my wife get ready for the end of nursing school. She graduated yesterday (yay!), so I should have more time to look at stuff to buy tonight.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Excellent! I'll definitely be doing at least that, then.

I apologize for taking so long to get my shopping list together; the end of the school semester is a really busy time for me and I haven't had the time to sit down and really think about it. I should be able to get it over the weekend, at the latest.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

That does mean we can outright buy stuff we've requisitioned though, yes? I'm thinking specifically of the beneficial bandolier.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Technically we don't own the stuff we've requisitioned so far, right?


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"He may need some protection too. Is possible not all in attendance want to see disaster averted."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az is agreed on all counts. We should give physical description of Quital, too. That may not be his real name."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Az agrees. There is just too much here for us to sift through. We are solvers of problems, not readers of spreadsheets."


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

YBD, why can't you roll like that when something is attacking us? Five rolls and only one of them was above an 8.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Och, me brain is hurting...Az is no data-miner, this is sure." the dwarf laments, rubbing his eyes. "So...is something going on with moneys of businesses owned by Danor, yes? Then let us do as Miselle said. Follow the money and see where it leads."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I still need to get a PDF of the Spheres stuff so that I can look at it. I keep meaning to but I always think about it when I don't have time to and then forget to when I do.

I really wish I had contributed to the Kickstarter way back when it was running so I could have a paper copy of it. Hindsight and all that.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"I think is good idea for us to check them out first, too. Miselle's family is sounding like good place to lay low while we are examining the documents." Azaghal chimes in.

"We should take indirect way to get there, though. We have to do all we can to make sure we aren't followed by Quital or his goons."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Level-Up Summary

Level: +1 Gunslinger (Total: Gunslinger 3)

HP: +8 (6+2)

Favored Class: -1/4 Misfire Chance (Total: -3/4)

Adventuring Skill Points: 5
+1 Acrobatics
+1 Climb
+1 Know(Arcana)
+1 Know(Local)
+1 Perception

Background Skill Points: 2
+1 Craft(Alchemy)
+1 Craft(Firearms)

Feat: Precise Shot (Finally!)

I think that covers everything from my end.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Sorry for my absence the last few days everyone. Life was busy and then yesterday I was sick. When I get home from work tonight and have access to HeroLab, I'll get Az leveled up properly. Again, sorry for holding the game up!


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Ha! The job got done; no worries! I think by now we're all used to Alice's...pro-activeness.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Using his bandolier to put another shot into his musket, Az had been about to take a running shot at the horses to try and spook them and give Corynne a chance to get away when Alice, true to form, steals his thunder. Mumbling under his breath, he turns his attention back to the pile of rubble before him, hoping his dwarven stature makes it easier for him to wriggle through the mess.

Escape Artist (untrained): 1d20 + 3 ⇒ (16) + 3 = 19

...And the dwarf successfully makes his way to the other side of the pile of rocks and pebbles!

Once safely on the other side, he quickly takes up a defensive position that allows him to see if the other carriages advance any farther.

Readied action to fire at the lead horse of any carriage that threatens to catch up to anyone trying to get through the rubble.

Musket Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Musket Damage: 1d12 ⇒ 7

+1 to the atk/dmg rolls if they happen to be in point-blank range.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

The dwarf takes off in the direction of the village, trying to make it back to the settlement before the horses can overtake him.

Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I've got much better odds of making the Fort save; 75% vs. 45%


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

I think the only way we're gonna get out of this with everyone alive is to call in Gale.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Glad to still have his musket loaded with ghost salt ammunition, since even a living target would likely be stunned by the impact of it, Az fires a shot at the Shadow as the group begins the fighting withdrawal

Musket Attack(Touch)+PBS: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Musket Damage+PBS: 1d12 + 1 ⇒ (7) + 1 = 8


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

The dwarf follows after, holding his musket and gear in a tight grip to keep it from jangling around.

Stealth: 1d20 + 3 ⇒ (9) + 3 = 12

Whew...


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Yeah, I definitely think we need to go sneaky here. What order should we go in, though? Certainly one or two at a time since we'd be less noticeable that way, but should we let people with the worst stealth checks go first or the best? At what point should the doctor go?


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

A DC 10 Stealth check shouldn't be THAT hard to beat. We're a DEX based group, too, so would it be that big of a risk to try and slip away? We have time to try and make it one at a time if that's how we'd decide to do it.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Prayers going out for you and your wife. I totally understand intense health issues, being a two-time survivor of brain cancer.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"If there is hidden passage, let us take it! Is obvious choice! Whatever is behind it, it cannot be worse than waiting for what's outside!"


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Giving up the doctor is not an option, of course, but...Az is not sure we have much choice other than Gale. Enemy of my enemy is my friend, yes? But if we wish to try to do this by ourselves, Az will go along."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Az immediately begins examining the back of the church while the others are talking, hoping that his natural gift for finding hidden paths in stonework might reveal something that other races may miss.

Perception (Stonework): 1d20 + 9 ⇒ (3) + 9 = 12

Of course I'd roll a three there. Why would I expect the dice gods to be WITH me on a potentially important roll?


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Having already loaded his musket with the ghost salt, and not wanting to take the time to put a standard ball into the weapon, Az fires it at the enemy remaining in front of him.

Thanks for the reminder, Alice. I always forget about the bandolier. I need to add it to my by-line or something to remind myself.

Musket Attack (Touch)+PBS: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Musket Damage+PBS: 1d12 + 1 ⇒ (10) + 1 = 11


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"One of these days, Az is springing for rifle!" the dwarf says in frustration as he begins the process of reloading his musket (with ghost salt, just in case), the darkness not bothering his vision in the least.

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