Serpentfolk Wizard

Dingus Mack's page

1,647 posts. Alias of scranford.


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus pulls forth his hooded lantern from his waterproof bag and lights it, then nods for Kaul to proceed. He looks at Richard and holds a finger to his lips letting him know to be silent.

1d20 + 3 ⇒ (9) + 3 = 12 Stealth


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus and Richard quietly follow Kaul into the chamber. Dingus reverts back to his normal beautiful form, and holds his finger to his lips motioning for silence, then he turns around to help Corliss into the chamber.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus rises to the surface and communicates to Richard that he thinks he is a better snake than Richard is.

He then symbolizes the group following him beneath the water to the hole he found... swimming a small circle around Kaul then doing a snake shrug.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Chicken. I'll bet I can find a hole faster than you".

Dingus stoops low to keep from splashing and forms himself into a very similar fer-de-lance just like Richard, and dives under the water.

Beast Shape


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Hey Richard. How about you swim under there and see if there is another way in".


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"That doesn't sound good. Is Kaul still out here"?

Dingus looks for a way to look inside the hulk before entering. If he finds none, he'll go look to make sure his partner in crime is Okay.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Richard thinks we should explore the boats... quietly..."


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

1d20 + 3 ⇒ (2) + 3 = 5 Dingus Perception

1d20 + 9 ⇒ (1) + 9 = 10 Peeping Richard Perception


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Well you young Whippersnapper, of course we're out here looking for my poor pet snake who wandered off in this direction".


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Aye. He can swim... but first we got to either convince him that there are no gators here... or that they can climb trees".


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Granny Dingus steps closer to Corliss...

"So now what do we do? Do we find somewhere to hide till something happens? I can turn into a big old nasty gator... or turn you and Kaul into the same if the caca hits the windmill".

At the thoughts of a gator Dingus begins to nervously look around and sends Richard up a nearby tree to keep a lookout.

1d20 + 9 ⇒ (4) + 9 = 13 Richard's Perception Check


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Sigh! You guys aren't going to give up on this whole invisibility thing are you? Perhaps you should learn the spell yourselves. Dingus casts invisibility on Kaul.

"Better run along now. You've got somewhere between 6 and 10 minutes before the glamor wears off".

Not sure how the duration is affected in this P-6 version of Pathfinder.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

I get it... however we might be more suspicious three individuals just appearing out of the thin air. I would have to cast it three times every 6-8 minutes depending on how long it lasts using our version of Pathfinder and would hate to use up all my spell slots then just appear on the trail.

My thoughts were to use a mundane disguise, stay some distance back, and look like two gentlemen escorting an old woman somewhere? I would guess the other option would be to just to try and trail them at a distance staying as stealthy as possible.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus doesn’t have a problem casting invisibility… but not sure what 10 min.+/- of being invisible gains us. Clue me in?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"My! Aren't you to lovely, young, strapping lads. Bet you'd really help an old lady cross the street".

1d20 + 4 ⇒ (16) + 4 = 20 Disguise


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

But... should invisibility be called for it will be ready and waiting. Just don't want to use it right away with its limited duration. Perhaps you and Kaul could disguise yourselves as well. Just a family helping their poor grandma along the same path?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus is following currently disguised as an old woman with a basket on her head.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

I'm guessing if Dingus can follow at a distance he would. Perhaps disguising himself as a peasant woman with a basket on her head. (For Richard).???


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

I agree with the muddled comment. We've not been on the same page as a group for some time now, and that was one of the most fun things... playing off each other's personalities. Dingus was spying / staying out of sight in case he was pointed out by the wizards helping Zinch. Hopefully we'll all find our way back together soon.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus is staying out of sight... but does his best to keep an eye on his shipmates wherever they go. He just doesn't want to be singled out by those who might recognize him.

Not sure if his appearance would give the group away, as Cleggs wizard might have warned his minions to look for the disappearing sorcerer.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Happy New year to all.

Dingus plans on laying low until they come up with a play so he won't be identified. Perhaps he told Corliss where he was hiding. I'd say we either try to make a move of some sort during the planned distraction or travel to Korvosa to try and upset things there???


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

I will be out of town through the 27th as well. Might have time to check... might not. Don't let me hold things up.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus simply nods at everyone's observations, then in a moment of self-preservation remembers what happened.

"Well. They saw me, and I disappeared so it might pay for me to find somewhere to hole up and stay out of sight till we decide to act. Besides I found a new trinket that I need to consider".

Dingus will find somewhere... hopefully at his friends suggestion, and wait till action is ready to take off. He'll spend some time trying to figure out his recently acquired idol as well.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

I'll be forever thankful to WOTC for two things.

1. Getting me into the hobby (Actually TSR), and coming out with 5e (Re-invigorated the hobby).

2. Being greedy and forcing me to look for alternatives which turned out to be Pathfinder 2. I love the options for actions both in and out of combat, and balance makes it the easiest complex game to run ever.


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

BTW. I'm over 5e you guys lasted me out. :-)

I'm now all over Pathfinder 2e... just saying.


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Well I know Clegg has a ship leaving headed somewhere and stopping in Korvosa. Do you think this might be where the potion is? If so should we try to get it before it leaves here... or do you think it may be picked up in Korvosa".

With this group it's probably best we stay together to enhance the possibility that somebody might know/remember what's going on.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Out of town with family till Monday PM... so might be a little slow in responding... but I'll try to keep up.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus starts in horror as he uncovers more of the plan... especially the part about him being a subject of an inquisition. He immediately finds a crate to hide behind, and casts "Disguise Self" on himself, to appear as a grizzly drunk sailor, and makes his way back to town to try and find Corliss and fill him in on everything he found out.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17
Cap'n Voodoo wrote:

Hold up, Dingus. There was a lot of assumptions in that last post. Also, to be clear, you did take the gold snake bracelet? You skipped that part in the previous post.

By the time Dingus remembers to ask for his salary and returns to the Orchid, he finds nobody remaining in the hold. He does hear voices in the galley though.

Yes Dingus did take the bracelet

If he can get close enough to overhear the voices he will. If not he's pressed his luck enough for today.


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

As Dingus wanders towards town... he remembers that he left Corliss on the ship, so scurries back to find him. He then uses invisibility again to sneak back on the ship, reappearing to collect his pay for the work.

"Whew! Lifting stuff is hard". He mutters to Corliss as they're reunited. "When are we supposed to meet the others again... and where"?

Dingus tries to find somewhere quite, to detect magic and try to identify the braclet.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

1d20 + 6 ⇒ (4) + 6 = 10 Profession: Sailor

Dingus commits the letter to memory, and hastens out of the room, taking a moment to peak through the cracked door first, then if clear turns invisible and departs. The contents of the letter remain foremost in his memory, and he quickly forgets anything revealed by the charts.

If the way out is not clear, Dingus will use Summon Monster 1 (Dire Rat) to summon an appropriate creature to draw attention away from him as he makes good his escape.

Dingus makes his way to the city proper to share his gleaned information with the rest of the motley crew.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

First Dingus looks for something to relieve himself in and does so. Then he quickly looks through what the captain was writing, and anything else interesting before once again assuming his invisibility and leaving the room as he found it... except for his urine in a jar or something and absconding with anything interesting. He'll make his way off the vessel at this time renewing invisibility as needed.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus sneaks into the bedchamber portion of the cabin. If there is room to hide under the bed he'll do so. If not he'll see if there is room to hide in the closet with the door cracked so if the Captain leaves he can quickly search the cabin.

What's the worst that can happen... right.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

So was Dingus able to slip into the room past the captain or is he still in the passageway? Looking in is there somewhere he could hide so he could search the cabin when she leaves? How about somewhere nearby he could hide and search it if she leaves?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

1d20 + 23 ⇒ (7) + 23 = 30 Stealth.

Could Dingus have cast "Disguise Self" on himself before casting invisibility, and if he is revealed for some reason would this disguise still be in place? Sorry haven't played Pathfinder 1 in so long except for this game I just don't remember.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Is there somewhere else on the ship Dingus can explore looking for clues? He can keep casting invisibility when necessary.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus gets intentionally lost roaming around the ship looking for clues about where it might be headed and its mission.

Gets out of sight and casts invisibility.

1d20 + 6 ⇒ (16) + 6 = 22 Profession: Sailor to know where to look.

1d20 + 3 ⇒ (2) + 3 = 5 Perception to not get distracted by any discovered particularly interesting items of clothing.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus takes note of where the ship is located, and any other beings onboard. He then helps put things away.

"So where are we going, and when are we leaving. I have to get my trunks of clothing and supplies, and let my friends know I'm leaving".

He then look around frantically... "And more importantly where is the bathroom"?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus looks at Teemera... "Okay. So now what"?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17
Corliss Blackboots wrote:
Corliss meets up with Dingus and any other hirelings, ready to move to the ship in question.

Dingus tries to catch up with Corliss and get in a private word.

"Where are we going? Are we supposed to sail off somewhere? How would we let Kaul and Jim know what's happening? Should we just make a break for it"?


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus quickly grabs books, scrolls, and whatever trinkets draw his attention. More than once he drops everything he's picked up as he tries to add more items. Finally, he sticks a couple of interesting things in his pockets, a stack of books, and balances some loose scrolls on top, then heads out.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"I told them they needed myh help... but no... they had to do things on their own. I know better than to just blindly try things. Here, is this your journal"?

1d20 + 14 ⇒ (14) + 14 = 28 Bluff

Don't worry. You can trust me to make sound decisions...


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Ohhh! What this"?

1d20 + 5 ⇒ (4) + 5 = 9 Will Save
Of course


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Ohh! Let me help!. I love looking at old books. Perhaps working together we might cover more information".

1d20 + 9 ⇒ (2) + 9 = 11 Diplomacy (Enhanced).


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dingus has the nose ring in. He might need to be led to what to do next. I know we're supposed to infiltrate... but not sure what to do to move things forward. Suggestions???


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Yet you struggle to master this supposedly simple spell? Power must be tempered with caution and knowledge. A rat can uncover poison bait, but still eats it unaware of it's danger. Perhaps we can combine our knowledge and coordinate our approach to it. I'm all for a quick roll of the dice to try things but have enough scars to prove that's not always the best tact".

At this statement Richard rises from his warm nesting spot in Dingus's snake pouch and nods his head wisely.

"Let us take the time to research what we can and implement what we learn before we succumb to blindly trying things".

Wow! It's a really scary situation when Dingus is attempting to be the voice or reason.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

"Well that is an interesting and unique approach. One question... how many have you lost attempting to harness these forces? It seems rather haphazard and dangerous. Do you really understand the forces you are working with? How did you come by this knowledge".

He makes sure to step back and take any partial cover the room offers to reduce any damage.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

1d20 + 9 ⇒ (15) + 9 = 24 Knowledge: Arcana

I never know when to use Spellcraft and when to use Knowledge: Arcana. Perhaps it should be reduced to one roll in future game design :-)

Dingus puzzles trying to figure out how to help them with the nuances of the spell.

"Perhaps you should use your other hand to do this and close your right eye with your tongue stuck out. It couldn't hurt right".


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Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17

Dang it Kaul! You gotta quit stomping through the moors in nothing but a Kilt! Get better soon. I informed the private OSR game you're considering that you were under the weather... so no worries on missing out there.


Male Human Sorcerer 6/4, Cleric 1: HP 44/(44); AC-16/14/12; F+5, R+5, W+5/+4. (Spells:3: 5/5, 2:7/7, 1:7/7) IP-17
Cap'n Voodoo wrote:

Workshop. Day 2.

Dingus heads over to the mages in the corner ready to be of use. Instead he startles them and a door on the cabinet they are standing around that Dingus initially took to be a lectern slams shut with a glyph of warding suddenly appearing on it, locking it and activating something within.

The wizards initially look angry, but Dingus' supreme confidence gives them pause. "We are having a bit of trouble with the trigger, Sagacious One. The door should stay pen and the trap safe should stay open as long as one continues circling the room, but they shouldn't have to concentrate. It ought to attune to anyone, but it's not reading presences very well."

Dingus rubs his chin sagely and squints his eyes in deep thought. "Hmmm. How long have you had these issues? What has changed since this started happening? Try it again and let me observe from the beginning".