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Dr. Orris Duftwurtz's page

28 posts. Alias of polyparadigm.


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Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris warms up to Kunsheng.

"My 'way' is a sick joke. Here is tradition, pushing me right."

Orris indicates his right thumb. He takes a slick spice kernel that had seasoned his dinner from his bowl, and perches it on that thumb.

"I am the seed. Here is necessity, pushing me left."

He indicates his index finger, pinches the seed gently, and brings his hand back to a natural angle.

"And this is my way."

The seed squirts out from his grasp, caroms off his bowl and across the table. He chuckles grimly, and pantomimes the thumb and index finger continuing their conflict over the now-absent seed.

"But on this way, I learned these; I'm happy to share."

Formulae:
Mutagens: Bestial, Juggarnaut, Quicksilver
Bombs: Acid Flask, Alchemist’s Fire
Tools: Smokestick, Sunrod
Poisons: Arsenic

He also makes some quick notes about ideograms, and asks a few polite questions about practical applications, but with an eye to comparing and contrasting Kunsheng's systems of thought to those he was raised with: how a five-element cosmology squares with a four-element one, for example, and strategies that might arise when parsing the body according to meridians versus humors.

Later, he points to one of Helene's fists:

"The Emerald Guardhouse! I feel afraid once if I face death, or I feel afraid every step if I run away from death; I want to be afraid and proud, not afraid and afraid and afraid."


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

1.

Regarding the curfew, Doc has skulked around the block a few times...via Fast Alchemy, he prepares and imbibes a Quicksilver Mutagen to be a little slipperier.

Stealth to cut corners on curfew: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Doc seems somewhat unwell as a result (2 HP damage).

I hope the guard aren't being too very vigilant at this time of night...

2.

Orris tries investing the aeon stone, hoping to discover what it does.

Is it viable to have a group skill check that relies on one member's class feature to apply one skill in place of another? If not, please disregard my attempt to contribute effort toward healing via Craft.

Orris approaches Kunsheng and offers to work alongside him, not so much the healing part of things, which are not his forte`, but the alchemical work. Via body language, Orris adopts a subordinate attitude, with a brittle politeness stretched thin across intense curiosity regarding these newfangled and institutional methods of alchemy Kunsheng is practicing:

Craft (alchemy): 1d20 + 6 ⇒ (5) + 6 = 11

"My help is not disrespect, sir. All respect for your schooling.

"I failed my parents, they died. With you working on them, they would live."

Doc also suggests they swap formulae if time allows, but does not mention this until the heal attempt is complete.

Presuming that time allows, and after a brief discussion with Marcel, Doc also takes another lash at this raft; again, happy for any assistance, via the group skill check mechanic:

Craft, improvised watercraft ex fish barrels: 1d20 + 6 ⇒ (10) + 6 = 16

Doc also tries to tend his burns. He again asks the party for any help on this they are willing to offer.

3.

If Doc manages to get the formula for a Minor Elixir of Life, he prepares 2 of those, 2 firebombs, 2 bestial mutagens, and leaves a slot open for fast alchemy. If not Elixir of Life, then Quicksilver Mutagen.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc thinks of how to deal with authorities:

"I might explain it something like what follows:

"'We're a merchant company, officer, and we've acquired some artwork and textiles for export. The rugs were rolled somewhat inexpertly by the seller, but we'll put them in order when we return to our lodgings.'"

Thievery to hide unconscious assassins in rolled-up floor coverings or whatever other textiles are available, without suffocating them: 1d20 + 6 ⇒ (4) + 6 = 10

"Does this seem feasible?

"Rose, Mr. Zamp, what's your opinion on this?"

Hoping the mechanic of a group check can help us pass something, and our collective Thievery roll can apply to this preparation of how we're carrying the assassins. Doesn't look like I'm rolling so well, but perhaps another character trained in thievery will roll better, and can take the lead on this effort.

Doc consults with Marcel about the appearance of his work as he proceeds:

Perception, to assist Thievery roll: 1d20 + 6 ⇒ (5) + 6 = 11


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris proposes: "It seemed the wizard was not talking sense, shortly before he passed...is there some magic we might use on them, to reduce their credibility?"


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris addresses Iris: Here. I wonder...

Craft, examining the rapier's physicalconstruction: 1d20 + 6 ⇒ (8) + 6 = 14
Lore, Thassilon, to interpret local connotations of the writing: 1d20 + 6 ⇒ (20) + 6 = 26
Arcana, to suss out arcane meanings the runes might have: 1d20 + 6 ⇒ (11) + 6 = 17

"Kunsheng, wish I had such skill. Any advice regarding this burn?" Doc displays that he is, in game terms, "bloodied" as a result of recent damage, i.e. half-incapacitated.

Sense motive, via perception: 1d20 + 3 ⇒ (3) + 3 = 6

(very quietly, and leaning heavily on our bond to pass connotations rather than spelling everything out explicitly) "Marcel, what's your take on this clerk's statement?

Marcel's Sense motive, via perception: 1d20 + 6 ⇒ (19) + 6 = 25

Doc rests easy, knowing the little one sensed no deception.

"I should clarify: I have no False Death on hand, I only know of it. If these assassins were prepared to wait for another's arrival, we can probably expect company soon."


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Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Not overly loud, just enough that the huddle can hear; in Thassilonian so as to include Themolyn but graciously pausing to translate into Doc's broken Common upon request:

"My first thought for our unconscious attackers would be to poison them with False Death, and let them sleep it off in a neutral location. That would be more humane, and safer for them, than trying to bind them for such a long period, and more secure than makeshift imprisonment. There would be a minor risk they might recover within a day, so there will be an errand of watching them for a short time tomorrow, but even if they take the slow track and we leave them alone, they'd recover fully within a few days. Maybe we keep them in allies' hands one day, re-dose them if necessary, and move them to a neutral location the second day?

"Regarding the dead, I suppose their remains deserve some respect, but I"m trying to square that with how some of us among the living need secrecy to remain so. Maybe a temporary interment, combined with slow communication?

...

"I agree about the inn; a less-preferred option would be the sewer hideout."


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc strides briskly over to help Themolyn out of his gag & bonds, with a keen ear to Marcel in case there are any hazards he has missed.

"Don't be alarmed, sir: my odd appearance is due to a performance-enhancing tipple I used during the fight just now.

"I'm so glad we did not arrive any later than we did.

"The claws don't impede my dexterity, and as you can see, they have their uses."

Orris hooks his claws under the restraints, keeping their smooth curved surfaces toward Themolyn to eliminate any chance of cutting him rather than the bonds as he works to free the man. One minute after imbibing, he transforms back to his normal appearance, and cleans the blood out from under his fingernails.

He also advocates for some alchemical healing for the wounded, and works to assess and triage, deferring to the expertise of more-highly-trained comrades. He can produce a level 1 item via fast alchemy if needed, but his own loadout is currently focused on offense instead.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Reflex save to not go out in a blaze: 1d20 + 6 ⇒ (20) + 6 = 26

That made me a bit nervous. Now, as Barralbus, a flat check to manipulate spell components whilst grappled:

Flat check, DC 5: 1d20 ⇒ 14

Sorry, Rose!

Orris continues to grapple with Barralbus:

(◆)Grapple (Attack): Athletics: 1d20 + 6 ⇒ (19) + 6 = 25

Looks like maybe a critical success, in which case I believe this means I've applied the Restrained condition to the enemy?

(◆)Claw (Attack, agile): ATK: 1d20 + 2 ⇒ (15) + 2 = 17 for (hypothetically) DMG, S: 1d4 + 2 ⇒ (3) + 2 = 5

(◆)Claw (Attack, agile): ATK: 1d20 - 2 ⇒ (6) - 2 = 4 for (hypothetically) DMG, S: 1d4 + 2 ⇒ (3) + 2 = 5


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Chomp
Damage:P (bite): 1d6 + 2 ⇒ (5) + 2 = 7

Doc scoffs: "You taste gamy, old man, but at least you're tender."


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc, marginally regaining his composure, chuckles as his opponent wastes a spell.

He again ◆grapples the wizard, attempting to maintain or consolidate his hold;
Athletics: 1d20 + 6 ⇒ (11) + 6 = 17

he then ◆strikes at his opponent again with his clawed hand;
Attack via agile claw: 1d20 + 2 ⇒ (10) + 2 = 12 for (hypothetically) DMG: S: 1d4 + 2 ⇒ (1) + 2 = 3

and mentally examines his circumstances a bit, attempting to ◆recall some knowledge
Thassilon lore: 1d20 + 6 ⇒ (3) + 6 = 9
which it would seem he is too distracted to accomplish at the moment.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

reflex save vs. flaming sphere: 1d20 + 6 ⇒ (7) + 6 = 13

Doc hisses in pain as he is singed half to death.

Visibly angry now, he (◆) uses one set of his clawed hands to try to seize the adjacent opponent;
Grapple, i.e. athletics; boosted by the mutagen: 1d20 + 6 ⇒ (13) + 6 = 19

(◆) bites at that selfsame finger-wiggler;
Attack w/bite: 1d20 + 1 ⇒ (13) + 1 = 14 for (hypothetically) Damage, P: 1d8 + 2 ⇒ (4) + 2 = 6

then (◆) swipes at the same target with his other claw.
Attack w/agile claw: 1d20 - 2 ⇒ (5) - 2 = 3 for (hypothetically) Damage, S: 1d4 + 2 ⇒ (2) + 2 = 4


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris draws and imbibes his bestial mutagen(◆◆), then closes with the enemy (◆).


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris imbibes (i.e., Interact action) one of his bestial mutagens, strides to join the party, and commands (at a whisper) Marcel to Seek near the cries for help and report anything of interest.

One stride action is 3 squares, right? I tried to move the token about that amount. My intent is to get ahead of the pack if possible, but that doesn't seem doable just yet.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Thassilon lore re: stone giants: 1d20 + 6 ⇒ (8) + 6 = 14

Orris reads the chalkboard, does a very broad pantomime of not understanding it, bends over backward to read it upside-down, and finishes in a hand-stand. This stuff is a little confusing. But a different perspective helps sometimes.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Marcel is using perception to also see if we are followed. Orris whispered to him to tug on his earlobe if so.

Orris is Searching, to assist navigation.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Arcana to ID spell components: 1d20 + 6 ⇒ (3) + 6 = 9

oof, well then

Orris adopts grateful look as he adds signatures with all deliberate haste. "Much obliged, Mr. Bockington; our haste to make transactions risks inspiring too much of the mercury in merchants such as us, as it were, and we appreciate the supplement of some salt in such times."

Orris phrases this is a self-deprecating joke (mercury also being associated with trade and travel) about how merchants are too flighty, and need outside help to accomplish anything concrete, but phrased in jargon that bridges the disciplines of alchemy and arcane work. As he says "mercury" and "salt", his hands subtly gesture so as to imply the subtle meaning of those two terms, as symbols of changeability and of solidity.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris presents the clerk who had engaged Helène with the group's (legit!) corporate charter and the stack of supporting documentation. Yes, here are the identity papers for the enterprise that would be listed as "petitioner"; as the sponsor listed on the charter, I am ready to sign on behalf of our corporation, to finalize any paperwork.

Scribing lore, to influence the clerk that Helène is not the entity that would be listed on any form, so her identity would not be relevant: 1d20 + 6 ⇒ (7) + 6 = 13


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Sorry, I just figured out that that was a closed list of what can be used to influence; I believe Orris's position is true here, but maybe one of my colleagues trained in Mercantile Lore can step if the clerk doesn't agree with me.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Orris's preparation today leaves one slot open for fast alchemy; this means two fewer firebombs ready in the bandolier. He was eager to swap formulas with the other party alchemist while winding down the previous night, if time permitted, and expressed genuine respect for the more-orderly, more-scholastic approach his colleague's training allows, tinged by some rue that his formula development was such a haphazard, emergency effort.

Frontline clerks at hated institutions seem emotionally hardened to intimidation, and are often taken aback when approached with displays of respect for their professional competence and basic humanity. In my experience, being the rare person who makes their job seem worthwhile can sometimes flip a clerk into a proactive mindset regarding some roadblock that we face together. I strongly concur that a diplomatic approach should be our opening strategy.

Society to assist Bardok's face roll by arming him with background info, context, etc. as we prepare: 1d20 + 6 ⇒ (4) + 6 = 10


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc looks at the barrels: Craft: 1d20 + 6 ⇒ (2) + 6 = 8

Not much of an improvised-raft nautical background, I guess.

Doc quietly floats the idea that he is happy to contribute to the young lady's recovery, either by assisting or contributing alchemical resources or effort, but leaves it to better diplomats than himself to convince the patient's father to allow him access.

"My tools and reagents, and any expertise I can bring to the table, are on offer I have an opportunity to help."


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Perception, for Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6

Not much chance, but curiosity compelled me to try.

I am skilled in the use of that repair kit, if the need were to arise. Doc answers Bardok in his native Thassilonian, pointing toward it for the benefit of those who might not comprehend, but refraining from taking it outright until he sees it is uncontested.

Regarding time, does the clock reflect our consensus that Bardok, who seemed to know the way, took the lead when Orris confessed ignorance? Orris thought to himself whether he knew the way, and then stated that he seemed not to, and my intent when writing was that he left the discussion open as to who would lead.

Orris is firmly in his footman mindset, ready to act when directed but not of any strong opinion regarding what the plan should be.

Perception; command to familiar, but only if party decides to camp underground, to search for a suitable campsite: 1d20 + 6 ⇒ (14) + 6 = 20

Thassilon Lore to Investigate while we travel: 1d20 + 6 ⇒ (8) + 6 = 14


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc's training & abilities haven't allowed him to contribute much but light. His bombs and mutagens have been available in his bandolier, but his melee weapons have remained stowed; he's been quietly following, and doing what he can toward the party's safety.

He hangs back and quietly works to assess potential threats from the surrounding sewers.

(◆) Seek for creatures approaching in response to the commotion
(◆) Step to a position that improves my ability to protect the party from threats approaching the maintenance chamber
(◆) Command familiar to Seek the same area as myself, and farther out (on the theory that the little guy's low-light vision & perception keyed to my Int might give him a better chance of finding such a threat)


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Thassilon lore to recall the most common sort of threat in this sewer system: 1d20 + 6 ⇒ (11) + 6 = 17

Orris is quite impressed by the team's impressive displays of competence, and tries to learn what he can from them, without interfering. He volunteers to scout through the sewers, and offers the team the option of borrowing a few of the items he had prepared using Infused Reagents, if they would like:

1 sunrod, 1 alchemist's fire.

These lose potency tomorrow.


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc addresses Helene: "Salutations; you are wise to want to know these. I shall work to not be the sardine that does not know of water, from the old proverb; let us talk in detail as we walk. I must learn what you expect. My time outside my city was before Earthfall."

He answers Rose: "Salutations, Iris Blush; I have affinity for that name. I invite those from without Thassilon to call me by the name Orris, as joke on myself. The orris root plant is variety of iris. Orris points to "Orris Duftwurtz", written phonetically in Thassalonian, as the single entry on a line that demands a list of all aliases, then to his full legal name on the paperwork he has prepared. "One other option, for law or similar techniques, and I thank you for uncommon patience; my integral name, titles omitted, is Viskhesishif Xeknasamded ek Gimut ek Komigshila ek Kermapsheirgi. As you see, title is first four parts of ten, name proceeds from that point on document, where is written 'Viskheshisif'. I graciously accept apple; forgive rudeness of me welcoming visitors and not sharing food, and forgetting formal introduction; I did not find my manners when preparing this morning, due to lack of sunshine perhaps?"

His awkwardness intensifies yet again, then melts awy as he turns to address Bardok, smiling warmly. "I am happy to meet one who loves knowledge, and fortunate to work with one who has knowledge I have not! I repeat, I know very little of family Fletch. Your heart seems clear; please, lead. Also, we might work together to answer questions of Helene."

Doc has been a somewhat privileged youth trying to blend in among rich people, and a precocious academic bubbling with curiosity, and, briefly, a security professional; he switches haphazardly among these roles as the group walks along.

Later; outside Flitch's flat:

"I hear your uncertainty, Iris; the future is always unclear. Perhaps we should see and discuss."

Doc performs the Investigate activity; this could use Society or Thassilon Lore, I guess; either has the same modifier.
Society or Lore: 1d20 + 6 ⇒ (18) + 6 = 24


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc massages his temples and blinks rapidly. "Salutations, and I am pleased also...um, and I trust your trade ideas.
"The papers say I own this, but even one like stamped this document, stiff-hearted clerk of our 'cherished' Runelord Belimarius"
(this phrase recited without emotion) "understands that my position is not that of master. No Thassilonian has truly run a caravan since Earthfall.
"I am hearing of urgent business we have with this Flitch; I can begin working to make this possible next item. I will do, unless I hear objections."

Society skill check for leads on Flitch: 2+6 = 8

Doc's look of awkwardness intensifies.

"Regret to say: I know less regarding the Flitch family than I know regarding many other families of Xin-Edasseril."


"Salutations," a human begins. "I am called Orris, or I am called "Doc" by those short on time."

He has some residue of kohl at the edges of his his eyes, and a face and head covered with black stubble interrupted by a few scars. His expressions and gestures show evidence of substance use the previous day; coarse and common fabric from the local market is wrapped over his harmor in an ancient Thassalonian style, but the pouch of alchemical tools at his hip looks like the real deal: it is crafted with a refined elegance that has been scarce for tens of centuries.

"I ask you not to misapprehend," he continues. "I can heal, but I am called 'doctor' because I have taken letters; I am schooled in doctrine. These letters do not fit in schools of this time, so I am ready to school in the 'hard knocks,' as they say." He smiles grimly and punches at an imaginary foe, to demonstrate. His speech is awkward, but he seems like he could handle himself if the foe were real.


Aye, Don Jurri (upstream) and I are applying together.

Full Character in Profile, will make adjustments to the Backstory if selected.


"Cheerio!"
"Would you expect the gathering to be out this direction, or the latter?"
"I don't suppose I'd be imposing to surmise the reason you might find yourself in attendance today, because as any well-mannered Kintargan knows, it's positively irresponsible for Barzillai to not only lay claim of Thrune blood, but also to masquerade around the church of Asmodeus in such a manner as to constitute "conflict of interest" of the utmost and..."

Full Character and Backstory in Profile

"Verity and Luckbeat" and I are a packaged deal. We used to game regularly together until I moved a couple of states away, and are looking for a way to continue that fine tradition, hoping this campaign might just be such an opportunity. Best!