male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Sorry for the lengthy absence everyone..was pre-occupied with real life..should be better posting schedule for remainder of adventure. Belmiir mutters a muted curse and approaches the donnybrook, a few steps closer. He raises his bow again...this time aimed at the lead Derro (red). s bow: 1d20 + 5 + 1 + 1 ⇒ (7) + 5 + 1 + 1 = 14 dmg: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir speaks up, My vision is accustomed to such dark places however, my battle powers are not the equal of most of you. If it pleases the party I'll be 2nd in line behind one of you bigger sword swinging types. Belmiir winks at Sir Durant and nods at Eka. That way I'll be handy if we discover something interesting or dangerous... Belmiir forrows his brows and whispers, ...like a trap...
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir steps forward and says to the crazed painter, “ are your paintings for sale my friend? I’m particularly interested in that one you were painting when I was here last.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
is the bad guy down yet? (if not Belmiir will take a few steps and take a shot) S bow fire into melee?: 1d20 + 5 - 4 + 1 ⇒ (17) + 5 - 4 + 1 = 19 dmg: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 concealment (in case needed): 1d100 ⇒ 24
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
(retconing from when we were still with the painter.)
Belmiir clears his throat, and ask the crazed painter, My friend, these things they appear to be Derro..if we visit the Guild Hall and or the Hall of Wonders are we likely to meet some of these people? And this ancient lone figure here.. Belmiir points to the location on the painting, Is this not Aroden? If so why did you place it here? Is there a relic to the old God near these places? Belmiir doubts the old crazy painter has more answers but patiently awaits answers anyway. (now in front of the factory building? As Belmiir arrives at the strange building he here's strange and unfamiliar sounds of steam powered machinery operating from somewhere within the compound. He turns to his companions and says, Shall I check the front door? perception: 1d20 + 11 ⇒ (7) + 11 = 18
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Ha! just leveled so Belmiir has keen recollection. (He can make all knowledge checks even untrained). I'll burn a point of inspiration of the religion check..and since I'm trained in local no need to burn an inspiration point. BTW @Sir Durant Aumarideth, I may be incorrect..but I don't think you can aid another, on knowledge checks..the exception being if you are already in a house of knowledge or research..ie..a University or Library...this represents once character running to fetch certain books, or ask questions for another PC. Anyway, don't know where I'm getting that from, but it's the way we've always played it in our home game.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir considers the statue carefully before surmising it's particular artistry and flaws...madman aside, Belmiir does consider himself something of an admirer if not expert on the arts. perception: 1d20 + 10 ⇒ (11) + 10 = 21
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir K local+inspiration: 1d20 + 10 + 1d6 ⇒ (10) + 10 + (5) = 25 Belmmiir clears his throat and gives a quick lecture to his companions on all he knows about the infamous Swift Prison. Then steps back and continues to listen to the briefing... Players may look beneath all three spoilers as Belmiir relayed all the info he knows..
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
sorry Belmiir leveled too! Will keep a better pace starting tomorrow..(and will update Belmiir tomorrow 5/25/19 as well) thx for running part 2...looking forward to part 3! (FYI that makes Belmiir lv3 if that changes our tier)
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Having drunk his extract of shield, (Belmiir now AC:21) Belmiir moves past his companions into the room, his battle axe held ready; (that's my move action...I moved my pawn do I see my adversary, if I'm within reach..Belmiir attacks {using inspiration to add 1d6 to my attack} If I can see my opponent but am not near enough (to attack) I double move next to my adversary..
if I'm near enough to attack and can see my opponent: Battle axe +bless+ inspiration: 1d20 + 2 + 1 + 1d6 ⇒ (19) + 2 + 1 + (6) = 28dmg: 1d8 + 1 ⇒ (1) + 1 = 2
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir is a bit frustrated at having missed some of the fighting again because of the effectiveness of his front line comrades. Therefore, he pushes forward after putting his bow back over his shoulder and searches the boxes with Eka taking a '10' for a total of '20' (heightened awareness is on) Eka wrote: "Ssir Durant, wait. Let'ss ssee what iss in thesse boxssess." Belmiir cast an irritated glance at Sir Durant, No harm in being thorough young knight..Eka's correct...we should have a look before we move on.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir seeing their opponents handily engaged with the most competent fighters of his group, *sighs* and reluctantly puts away Clanky arm, and instead, draws his shortbow once again.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir shoulders his bow and takes out his odd club (the club looks like a piece of chair leg with a weird butterfly knot of wire holding a spiked board..however the weapon seems perfectly balanced in Belmiir's hands) ,and gives the other's a *wink*: If Belmiir is asked about the club: Belmiir heft's the strange piece of wood in his hand and says, What this old thing? Just a souvenir I picked up from a dead goblin in the River Kingdoms.. it swings surprisingly good! If asked, Belmiir gleefully hands over the club to anyone who doubts the weapon's balance or ability to be effective..in order for them to take a few practice swings and determine the authenticity of his claims. I call it clanky arm, seems to suit it.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Sir Durant wrote: "Does anyone know what that voice said," Sir Durant says, craning his neck to try and spot the owner of the voice. "Bah, of course not. Why would such good people speak such a foul language? Who goes there?" linguistics check+ inspiration: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15 I may have heard something similar in my travels.. Belmiir pauses for a moment considering..
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir drops his bow cursing * dang..gum* silly vermin won't stay still! Belmiir lowers his shoulders and pushes forward through the chaos of battle drawing his battle axe along the way. When he draws near the red rat he lets his axe fall trying to cleave the little vicious critter in twain. B Axe + bless: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21dmg: 1d8 + 1 ⇒ (2) + 1 = 3
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Sir Durant wrote: "Hold a moment, Belmiir," Sir Durant calls out. "Don't you think we should double check the other branch of the tunnels we passed a moment ago? Make sure we have our backs covered so no one may come upon us unaware? I am with Qiroyo. We should double back." Eka wrote: "And it may be a fire breathing monsster down there, that would ssinge your mosst exsselent beard. And eyebrowss." Eka practically points out. "It lookss like it'ss sstuck down there, sso we shouldn't have to worry about it until later." Cyclic wrote: "It does make sense. So let's backtrack and investigate." Belmiir looks disappointed...Hrrpphhh!... Belmiir shrugs and then proceeds to motion the other way...very well...lead the way!
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
As Belmir uses the damn to drop down and eventually rejoin the party he says, Let's explore the grate a bit..I loathe to leave anything un-explored..I'll take the lead. Before he enters the grate area Belmiir swallows one of his extracts. (heighten awareness) Belmiir grips his axe and proceeds down the grate area. GM could you move my pawn to appropriate place please..stats adjusted for Heighten awareness..Please drop the spell and add +4 to my initiative on next combat...thx
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir skirts along the edge to try and get a clear view of what's going on. GM I'm above the battle and can see everything in the room correct? If the room was above the ledge I would hve stopped at the damn and climbed up...but if the ledge stayed above the chamber I would stick to y current position.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir scoots in front and says...ummm sorry let's take a look at what we got here... Belmiir examines the scene of the Dam. perception: 1d20 + 8 ⇒ (15) + 8 = 23 (+1 if there's a trap)
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir follows directly behind Eka and tries to keep his eyes open as they move. perception: 1d20 + 8 ⇒ (1) + 8 = 9 GM could you please place my pawn directly behind Eka's on the next slide?
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Looking down the hallway to the west, Belmiir check's his bowstring and motions with his head towards the western passage (passage 'B'), I think we should head that way... Belmiir offers no reason for his preference.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir drops his bow and draws his axe the takes a cautious step (5' step) to directly face the large arachnid. battle axe+blees: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9dmg: 1d8 + 1 ⇒ (5) + 1 = 6 He swings at the menacing creature.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Eka wrote: "Ssewerss and ratss. We will be exterminatorss. And get you that artifact." In an aside to the others, Eka mentions: "I want to buy some assid flasskss before we go, in casse we run into any sswarmss down there." Belmir nods Nagji's logic...and adds, I think I'll buy some alchemical silver weapon blanch, as well; I've heard wererats, are vulnerable to such material. I'll also purchase another alchemist fire for myself.. Belmir pauses for a moment taping his chin and continues, perhaps even, a tanglefoot bag might be useful... When through with the briefing..Belmiir buys one of each item mentioned (giving him a total of 2 alchemist fire.)
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Player Name: lucklesshero
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmiir hands his wand of cure lt wounds to Sir Durant...It's my wand good sir but is sometimes un-reliable in my hands..If it would please you please use one charge on myself and all of the other Pathfinders...including yourself. GM if you don't mind I'd just like to take avg. HP recover (5.5hp rounded down to 5hp) and I'll take a total of 6 charges off my wand. (the others can decide or if they want to roll or take avg. themselves)
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmir is startled by the sudden appearance of the undead horror and withdraws past his fellow Pathfinders back up the stairs. [ooc] Belmiir uses withdraw action to put some distance between him and the Huecuva. Qiroyo! What is it? How can we kill it?!
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Sir Durant wrote: If allowed by the players, I'm using two charges of lay on hands to heal Eka and Belmiir Much appreciated.. Belmiir nods in appreciation at the warning of the trap he had missed with a sigh of relief, he sets about disabling it. When everything is safe he says, despite me missing that last trap...I do usually have a sense for such things...I'll lead us down the passage if no one objects.. Belmiir pats Sir Durant on the shoulder after the Paladin heals him and hands him his wand of cure lt wounds... Use this on anyone who needs it gentle sir..
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmir drops down into the chamber next to the Paladin and says, Here boy let me take a look... Belmir shoulders his bow and takes out his axe holding it in one hand then inspects the door for traps..perception: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 .. Meh..you're right..nothing to not here.. Belmiir reaches out and tries to open the door.
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmir also stays out of the fracas in the cellar and shoots at red as well after drawing his bow bow: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14dmg: 1d6 + 1 ⇒ (4) + 1 = 5
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
GM assuming at least one person accompanies Belmiir to the front door..Belmiir will go ahead and check for traps (disarm if necessary) and then pick the lock. (Belmir gets a +2 to find traps made of stone *not included* in below rolls) Belmiir and his companion skulk towards the front door. Belmiir downs his extract of Heightened awareness as he approaches. As Belmiir draws near the door, he checks the area in front of the door for pitfalls or trip wires. perception traps in front of the door: 1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15 after checking for traps in front of the door..Belmiir examines the door itself for traps..perception traps door: 1d20 + 8 + 1 + 2 ⇒ (13) + 8 + 1 + 2 = 24. if a trap is found:
disable trap+ inspiration : 1d20 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17 When Belmiir is relatively certain there's no danger he proceeds to try and pick the lock quickly. disable lock+ inspiration: 1d20 + 7 + 1d6 ⇒ (9) + 7 + (4) = 20
male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4 investigator 3(empiricist)
Belmir trots up to the others and whispers in a soft pant..Phff! little out of shape I'm afraid..anyway nothing much to report..the building seems rather secure. Only access besides the front door are the cargo doors...but, you'll need to be a good swimmer to access those *chuckle*.. Belmir's tone sobers...seriously this place looks locked up..which could only mean, they either don't want visitors or there's someone or something inside they don't want to escape. Belmir steps into the shadow of a nearby alley and lights his pipe. takes a few puffs..looks up and says, give me a moment...I'd like to enjoy a smoke before I try to break into an obviously secured place. Belmir's expression betrays his words..*giggle* could be my last smoke *har*...hmmm *sigh* Belmir finishes his pipe and looks to the group. Right then, the rest of you stay back 20-30 feet..I'll need one of you warrior types to accompany me to the front...'just in case'....I'll check the front entrance for traps...and if I think it's safe...try to pick the lock as quietly as possible. Belmir pauses to catch his breathe .As soon as the tumblers on that lock click..my warrior companion should get through that door..I'll be right behind...the rest of you follow.... Belmir's eyes look tired and worried. Sound like a plan?
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