Valeros

Benedict Bishop's page

37 posts. Alias of Harakani.


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spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Me too, I guess.
See you guys.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

perception: 1d20 + 3 ⇒ (7) + 3 = 10


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"Okay, anyone know how to get there? If so, lead the way. I've got no idea what this place looks like."
Good gravy that roll came at the right time!


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Do we have that discussion now, or press on?


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

knowledge:dungeoneering (trained): 1d20 + 2 ⇒ (12) + 2 = 14 trained in survival so always knows north
Benedict closes his eyes and thinks for a second, trying to work out the best route into the city. Were he not worried about noise he would curse himself for not getting a city map.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Benedict stands on the walkway and chants briefly and quietly. A reddish-green unhealthy looking glow begins to emanate from the tip of his crossbow and he uses it to peer further into the tunnel, moving quickly forward.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

What does Benedict think the chances of being heard are if he casts a spell?


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Does that mean there are group members still out of the pipe? I thought everyone was going in.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

So I did.
I was getting pretty worried about them walking away from that AoO!

If Benedict has a full round he can summon a distraction. Guessing he does not, though.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Benedict moves like lightning to the pipe.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Alright guys.
They're not down. They're not about to be down. Reinforcements are coming from what is effectively an endless supply.
Time to call an Abort and run away, I think.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII
Talman "Tal" Levie wrote:
It's not really the success of our mission I'm worried about - it's healing the rift between Tal and Jack. Tal is never going to trust Jack after this. He's going to assume that Jack is always a single impulse from ruining any plans the group makes, and is never going to feel like the barbarian can be relied upon.

So, given we've got multiple understandings of the game style, what is the game style? I thought it was Shadowrun/Leverage/Mission Impossible and built for that.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Benedict sighs and snaps out a shot with his crossbow at whoever is not (or is least) in combat, with priority being soldier, dire rat 1, dire rat 2
crossbow: 1d20 + 7 ⇒ (5) + 7 = 12damage: 1d10 ⇒ 2
move: start to reload crossbow


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

I'm really impressed with how well everyone is talking this out, by the way.
I guess I'm okay with some rewind if we need to, though I would prefer to try to go from here if we can see a good way to do it.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

I didn't really care about the 3pp thing (didn't use any), though I was interested in playing with Goldmyr's houserule around 4 books.

I also saw this as a very stealth heavy campaign - basically a special forces type thing, and assumed the guys we were up against were also going to be high level... or high CR in the case of Devils. Benedict especially is built as a guerrilla.

If Othaniel and Benedict (who haven't acted) could leave a "retreat, then come back at sunset tomorrow" message we could still use this as a distraction. We now know what the signal method is, so we could go through the tunnel, look around a little, and take out the archer with a silence spell at sunset tomorrow, letting the others get in.

On the other hand, I don't think there's any evidence that the devil's tomb is in the city, so potentially we just want to put one or two people in to get what info we can, and then get them out, and all go off together.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

I don't know if the rules cover things like surprise against your own party!


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Ben looks doubtful
"Yeah, that is a good point. Hmmm. Depending on how long they are... I could send something up them, I guess. But it wouldn't have long to get through and get back, and stealth requires patience. Safest bet might be if I scout..."

"No, hang on, bad idea. Every time we use these things there's a chance the Brimstones figure it out."

"What do we lose by just trying them? We can always turn around and come out."


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"Damn those Brimstones. Couldn't just let people go. I wish we could kill them all! If we weren't trying to sneak in..."

During the sneaking discussions

[b]"I'm okay to go up the pipe, and I know a way to help make people silent if we are invisible".


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"Well - if that's what you think best, I'm good with it."


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"Okay. So, everyone here is trained in stealth and infiltration, right?"


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

On the third attempt Ben mounts up
"I'm going to need to stop about 3am to do some meditation" he apologises


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"All right... we don't use them a lot up in the mountains... and they don't seem to like me much anymore..."
Despite his trepidation Benedict will take a horse (and supplies for the horse as recommended).


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"Okay. So I can pretty much outdistance a horse when I need to, and they're not that subtle. Travel light, travel fast. Is there going to be cabins and houses we could bunk in on the way? Don't want to be in a tent when the Brimstones come by."


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

8 hours a pop for a first level spell


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Was going to suggest Web Shelter, but it is not in one of my books. Can do Ant Haul though. Ben has 6.6gp he can contribute.


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Sweet! Ben's prayers are answered.
If you consider what he's praying to, that's not actually that comforting ;P


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Hang on, I'm confused.
Is this an "ask and hope" situation, or a chance to turn gp into equipment?
Ben doesn't have the money for the holy water :(


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Oh Yeah!


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Benedict raises his eyebrows at Alexander's description of his cloak

"Yeah... Look I'm from the irregulars. We've been fighting up in the mountains. I had a hard enough time finding this place, I have no idea how far Augustana is, or how we'll get there from here. Any advice gratefully appreciated."
"I'm not really set up for camping, but I've got some supplies."

this is the gear we start with, right?

"Hey - got any holy water?" he asks the head armourer "Can't get it for love nor money these days, and I swear the silver piece is getting to be worth as much as gold these days."


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

"Really? That's pretty amazing. So this cloak lets you, what, turn into an elf?"


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

This rag tag group is joined by a cheerful looking young man.
His face falls as the news of Augustana is stated.
He is wearing an archer's chain shirt under his coat, and has a crossbow uncocked at his side - maybe a scout?

"Hey now! Don't make me waste healing in here!"

Nodding at the group he continues

"Benedict Bishop - call me Ben if you like. They called me out of the mountains for this. Nice to meet you all!"

He sighs

"Guess that means the prisoners I was interrogating are going to starve to death before I get back to them. Ah well. Can't win them all, I guess."

"So - you're all scouts? Infiltrators? Know how to sneak around?"


spells:
0:Create Water Guidance 0: Light 0: Detect Magic 1: Bless 1: SMI 1: SMI 1: SMI d: Expeditious Retreat 2: Muffle Sound 2: SMII 2: SII d: SMII

Happy to be proven wrong :)


Jack "Feral" Garrison wrote:
So when will the game start DM. I think we are all here itching to go.

I've got a bad feeling about this...


Jack: I agree to a degree.
Going to be a pretty strange setting where a tank is not a tank ;)
That said, clerics in particular are normally very flexible.
Benedict isn't.
Benedict's whole schtick is summoning otherworldy monsters. He's got a backup in (A)sneaking and sniping and (B) healing.
As I understand it, this makes him a ranged tank?


DO we want to start working out tactics and roles in combat? Or wait to do it IC.


hp: 8 + 3d8 ⇒ 8 + (2, 3, 8) = 21
so 8 +5 +5 +8 = 26?


Harakani here.

Benedict is fast, sneaky, a trained linguist and as a cleric of Exploration has the ability to see through closed doors.

All the details are in the profile

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