Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
How funny...er glorious...would it be to catch the other group in a fiery blaze of death and 'distraction' (deathstraction?). It's so tempting, I kinda want to cut Spark loose just to see the carnage.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Well, we could just blow this whole thing up. I mean, c'mon. As soon as the first shot is fired, Spark and the dog are going into (what I hope to be a hilarious) blood lust. I was kinda hoping Harm was going to be the turncoat and we escaped the issue. lol hopeful thinking on that one. "I have researched a little about your art. Could you 'summon' up a distraction? It would minimize the risk presented to you. Perhaps something small that you could direct to lead the guards away?
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Well, I am trying to go the extra five miles as I think that will be the path of least resistance. I doubt the other team knows about the location with the high DC the roll required. I hope that makes it ambush free. That said. I'm a team guy. If we opt to go straight in, here are the rolls:" Perception, take 10: 10 + 17 = 27
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
"Or how stupid, greedy or gullible they are I imagine." Well, now it has been a few days since we have heard from Pendrak. I hope everything is okay. A lot of crazy weather depending on where you are.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
I guess we need an executive decision on whether or not we are picking up a replacement or not. "Given our skill set, what approach works best for you Master Barbulcher? Sir Spark the Insistent here has made his preference known. We should assume at all times that the enemy arrived before up and has had an opportunity to select for favorable ground. Given the esoteric nature of the crossing down the way, it is more likely that they would be unaware of its existence."
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
"If we can get into the keep without notice, it helps our mission. The goal is to deal with the Captain, everything else is secondary." Shall we assume Harm is not going to be joining us then? Could we get a replacement? Though it may be difficult to write someone in, unless we just retcon them in. If we don't, that would put us at a numerical disadvantage to the other group.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
I feel my job is to see things (everything?) an know what it is and/or tell others how to kill it. So, here is the breakdown: Ranks (4), Class Skill (3), Stat/Int-Investigator (5), Racial bonus (2), Trait Bonus (1), Masterwork Tool (Circumstance Bonus) (2) = {Perception 17}. I could have, still may, taken Alertness for an additional +2. That would put me at an even +20 next level!
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
"We will loose time going around, but it is potentially more effective. We carry orders, so it may be possible to abandon stealth altogether and walk right up to the gates. It would be difficult to explain the Knight here however. I vote to go the added five miles. It would be unexpected as I don't believe anyone but the locals know about the other crossing. Well boss, what do you say?" Now that we are close. I will take 10 on Perception checks for a 27. P.S. You had my Perception roll modifier at +7 in the spoiler instead of +17. The roll was a 20 instead of a 10. No worries, as we got the info. Fen just hates not being the guy to notice things.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Fenlin leans over to Harm and whispers just loud enough for the group. "We are not concerned with anyone leaving Fangwood, are we? I think we should maintain our course toward the keep."
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Fen walks over to the maps. "I'm gonna take a second look at these. Don't want to forget them. Otherwise, I'm good to go corporal." At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
The investigator looks through the supplies until he spots a curiosity. A desiccated elven hand in a gold chain. "I need a ranged weapon of some sort. Something good. Ooh! Like that shortbow right there. I think that is all I... What in the hell is that? Nevermind, don't tell me, just...I want that...oh, and that headband over there. It looks kinda dusty, but I need something to keep the hair out of my eyes. Thanks Lonty." Masterwork composite shortbow, Headband of Vast Int (Survival) and Hand of the Mage. Sure, its a little creepy, especially for a half elf, but it could actually be my father's hand. We don't know....don't judge me.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
"Well, I believe 'Spark of the Oft-Ill-Fated Decision' would find being a mere corporal tedious and boring." He turns and whispers to the goblin"They don't get to blow anything up...ever" Turning back to the table, "I am not certain that Molthuni troops would enjoy taking orders from a Chelaxian wizard, so that would seem to leave Harm and myself. He carries himself like a warrior, so he seems to be the best fit for the task." Looking around the table Fen adds, "We are all specialists who are task oriented. Might as well have someone with training take the lead. That's my vote at least, but I do whatever the group decides we need to be successful."
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Why not just send an officer with orders and take command of the troops? This is an assassination. Vos is more important, and potentially more dangerous, that we are being told. Why send an unstable pyromaniac on this mission? It is as if he wants us to fail. "General, how will we convince the troops to return to Ramsgate?" The investigator nods toward Spark, " We don't exactly look like regulation army."
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Virianustinax:
Fenlin appreciates the professional nature with which the wizard comports himself. Your tidiness and courteousness are traits that the investigator can relate to. Fendel's esoteric knowledge would likely lead to long, in depth and engaging conversations between the two. Spark:
"Fen is fine my friend. Explosives you ask? Yes, I know a little something about that." Fen would initially find the goblin's frenetic energy very distracting. However, he sees that so long as Spark is properly motivated, the goblin can focus (albeit temporarily?). Catching on to the game the wizard is playing, Fen would join in, though some of the long 'titles' may occasionally be along the lines of "Your Odorous Magnificence" or "Your pardon oh Mightiest of Goblin Cacophonous Flatulence!" Not set in stone. If you don't want this, POOF, it's gone. Harm: Fenlin enjoys the meticulous and structure with which Harm approaches his day to day life. The rigorous training is something Fen believes he can relate to (though Fen spent his 'training' in labs and libraries). Fenlin also often inquires about life with the hobgoblins, hoping to learn a new kernel of knowledge. The investigator also invests time emulating Harm's movements in the field hoping to one day duplicate his ability to find the hole in an opponents defenses. I won't get the Studied Strike ability for a few levels yet.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
"You know, I have no idea. It's not like this has ever come up before. Believe it or not, this is a little beyond my experience. Maybe we can tip the wagon over onto the horse and burn it right there on the road. I really hope Gransby's kid was not exposed to this. It would be hard to finish the job. Can you bring some of the extra wood to Sarrissa? She may need to boil water or something. I hope she was able to find herbs or something to help the girl."
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
With loss and resignation in his eyes, Fen calls back to Raivin, "We are too late for him. Don't come any closer just in case. I will need wood to burn his body. We should destroy the horse as well." With that, Fen gets to the grim business of building a pyre for this unfortunate stranger.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Fen signals Raivin to stop. "This person may have already succumbed to the sickness. You stay here as you have not been exposed yet. I will go." With that, Fen slides his mask back into place and approaches the unmoving figure. If this soul has passed on, it may indicate a larger outbreak explain Aran's fleeing friends last night by the river. I hope this does not spread. Wait, if those people were exposed, they could be taking the disease with them!" With sword out, but down, Fen moves to the other side of the camp. He is careful to keep the fire between himself and the person next to the fire pit. "Is that your daughter in the wagon? Are you sick as well?" If there is no response to his inquiries, Fen will nudge the form with his boot. He will attempt to use his foot roll the form onto its back so Fenlin can get a better view.
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
How far back was the river? Immersion would be the fastest way to cool her down, but I don't necessarily want to put her in one of our water barrels if we can avoid it. Am I right in the assumption that the girl is the cause of the unpleasant smell? Fenlin pulls his scarf up over his mouth and nose (see my icon<---) and pulls on his gloves to reduce the chance of spreading potential sickness. Fen grabs a piece of discarded clothing from inside the wagon and douses it with water. He holds it to the young girl's forehead in an effort to provide some relief. He whispers over his shoulder to Raivin, "We have to get her out of these clothes and cool her down. The longer she sits in her own offal, the greater the chance of her condition worsening. Good thing Sarrissa is with us, she may be able to find some herbs to help. Hopefully Aran was taught some healing in addition to martial skills at that monastery of his." With that he tries to get the young girl to drink some water. It's okay, my name is Fenlin. I'm here to help you. What's your name little one?"
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Uh oh...this is not good, not at all. "Shh little one. It's okay," Fenlin says as soothingly as he can. He sheathes his sword and flags the others before moving into the wagon. He places a comforting hand on her forehead, looking for sign of injury or infection. This is exactly what I meant by cats playing chess!! What the devil is going on?
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Fen moves to the 'north' end of the wagon. Holding his blade before him, he pulls back part of the canvas to take a look inside. stealth: 1d20 + 5 ⇒ (7) + 5 = 12
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Fen whispers to his companions,"We are looking for a missing person, we have to check all of this out. Perhaps he is nearby." He then proceeds to loop around the other side, opposite Sarrissa and Raivin. perception: 1d20 + 7 ⇒ (15) + 7 = 22
Investigator 2 | Alchemist 2 AC 16 | HP 27/27 | Fort 4/ Ref 9/ Will 3/ Init +2 | Darkvision 60' | Perception +17 |Stealth +9 |
Fenlin spends the morning checking his pack and preparing his extracts for the day. After that is done, he leafs through well worn almanacs of different regions reviewing facts and trivia. |