Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Questionaire to Clappy from Five:
1: are you male? Yes 2: are you not male? wouldn't you like to know 3: what skill do you have, that would give us reason NOT to turn you into food for the rest of the locals? Burning magic 4: what special ability do you possess to prevent the rest of us from turning you into Scag bait? Magic 5: A random person is bleeding out on the floor, but he MIGHT have something of value. What do you do? Call the doc to see to him. 6: A scag is about to tear the incredibly Handsome Clappy apart, and you must stop it. What do you do? Watch. You should know better. 7: What is your greatest weakness? what weakness?
Adjustments requested: Five Arelian
Five laughs at Velden's outburst then says, "So your experiment appears to be that one, points to Ethos. Anything else you want me to do before leaving?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "No one entered the ship except for claptrap and a few bandits. The bandits that left with stuff were summarily dissected by that one, Ethos, and claptrap. Besides that I only saw your crew leave the ship earlier." He says simply telling what he knows, he hopes that with information Velden will get off his case.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Before he can get away, once more dragged into something. He rubs his face with his right hand while walking to talking distance once more. "Yes I observed most of the fight until I drove down, there was a minute of driving before I got down though. Avoiding bandit vehicles and all. So what do you want to know Velden?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five shrugs at Velden, "It is not my fault that they did not ask and did not scout out the area. They never asked for my advice." Then he says a few things under his voice, forgetting that Velden as wonderful hearing. Perception DC 20: "The bunch of thieves and murderers..."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five waves goodbye to the dwarf, and exits out the ground level door saying, "Don't get into too much trouble." He moves out and goes to Aannra, "So sticking around with Velden I guess? If you need my help you know how to get a hold of me. I am going to head back out to Rebirth. It appears no applicants came this way."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five leans even farther over the roof with his black staff/rod letting Aannra stick the disc to it. He then tells her in one of his monotone voices, "Black needs energy to work, don't give it energy and you will be fine. The dark side is focused on harming others so weapons and the such are the typical for their artifacts. Though most artifacts you find will be the normal Eridian."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Yes that is true. But since the last time... I created this little beauty. It lets me know when Aannra is... up to her artifact mojo and secondarily nullify an artifact for a bit. Though only once per day, so no more mojo until tomorrow Aannra." He says in his friendly attitude trying to explain without the technical terms. Then in his serious mode he relays information, "Void artifacts are harder to find and created by the dark side of the race. Most of the artifacts don't work on their own and need an energy source to drain. They also solely focus on destruction." In an annoyed attitude he does not even look at the orc, and says flately, "If you want to do a mission on the bounty board accept it and be on your way. If you want to venture towards one of my 'death traps' as Velden says, then hit the orange triangle and directions will be uploaded to your echo device, green skin."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Presently on top of the dwarven tinkerer's pad, Five smiles and leans down, saying, "Just giving Aannra another chance at life, she should know better than play with a void artifact."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five doesn't say anything, merely waving a black rod and looking in your direction, Velden.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five goes to the dwarf's tinkering shop saying as he goes, "Let me know if you are interested in Vault Hunting."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five looks at Sledj, and responds to him, "a bandit who looks for more reputable work? Well you can select any of the jobs. Some are time sensitive as others just need to get done." Then he tells Taunk, "No I had a bounty up but no one showed up. I was planning on clearing out Firestone of bandits, you interested?" With Aannra's appearance he just points at Velden.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five walks in and looks at the guard then he smiles. He grabs a kukri, then a dagger, his revolver, bow, and a pair of bolas. Of course he gives them to the newly promoted Sheriff one at a time and the boy has five trips in total before Five just walks into the center of Radiator Ridge. Looking around until he finds what he is looking for, the bounty board. He walks over hits it a few times. Puts in a few chips to fix the problem and reconnects the power. Then the vid screen pops up and he scrolls through the options. Double clicks his posting and waits a few moments before deleting it.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 He looks around and then goes to the front gate. "The name is Five, will you open the gate please. Perhaps some of you came in regards to the bounty posting?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "An interesting decision considering." He says more to himself than anything. Stepping back into his truck and closing the door. He steps out without any apparent weapon on him and begins to walk to the gate.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 The black truck's door opens up and a pale elf exits in a slightly tattered brown trenchcoat. He looks at Radiator Ridge from the cover of his door, revolver in hand but pointed down. He appears to be sizing up the situation.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 8 Still not hearing anything he focuses on his shot once more, pushing arcane energy into the sniper rifle to add some more damage to these bandits. Perception: 1d20 + 15 ⇒ (8) + 15 = 23 Mage's Sniper Rifle, +2: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 2d6 ⇒ (4, 1) = 5damage: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9 The shot comes with a loud crack from up on the outlook. The bullet slams into the target and the three blue orbs sizzle as they come through the air slamming into the same target. Chunks fly as the magic missiles hit two knees and an elbow. The bandit drops dead and in pieces.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 7 He reloads and lines up his shot, keeping his ears open for any unwelcome guests coming up to the top of the outlook. perception: 1d20 + 5 ⇒ (15) + 5 = 20
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 2-5 He collects his gear, opens his door. He moves over to the edge of the overlook and aims his sniper rifle at the collection at Radiator Ridge. Round 6 Mage's Sniper Rifle, +2: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 2d6 ⇒ (2, 5) = 7 x4 A crack of a firearm goes off from the outlook and a bullet slams into the blind bandit. But before the bullet hit him, three shimmering magical blue orbs break away from it, then each of them hits the bandit as well. magic missile damage: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 1 Five shakes his head at all the commotion. He gets up and moves over to his truck. He thinks to himself, 'Still no one has arrived, perhaps I made the bounty too good to be true. They likely thought it was an ambush. I have seen that before.' Perception DC 25 from Radiator Ridge, DC 15 for those on the outlook ridge, Sledj and Aria:
You can hear someone angerly shout, "To the Abyss with it then!" The grey elf has cover from Radiator Ridge and the cargo ship as he stands thus no one can see him.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 He looks over the everburning torch and begins to take notes, samples and such.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 He merely shakes his head at Annara's explaination but moves into the room and begins looking for runes, magic, and the such with his now blue glowing eyes.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 He looks to his side and smiles, then says, "How does it go down there Aannra?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 2 Will Save: 1d20 + 8 ⇒ (13) + 8 = 21 Five does not look happy at all and moves up for a slide into battle. Either into Creed's location or Jack's depending on where Senva ends up. He shoots off a magic missile, which breaks off into three missiles 5 feet away from him then they explode into 3 each and the missiles swerve around his allies coming to slam into three undead that were damaged by Velden and not downed by the others. 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10
A rod in his hand and activates it which covers him in a shimmering field of energy as if of the sun. Spells active: Negative energy resist 10, mage armor, shield.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 1 Five lets the rest past him if they want, "Yep get to work make some room for me and when you need some magical potency just call." One of two things will likely happen if Five gets involved, you gain less XP or the boss gets stronger... Just letting you know.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "No. If you don't want to deal with them then handle it yourself some way. They are technically not hired on, just... tag alongs." Five simply says to Velden and chuckles at the end. The group gets to the hallway which would lead to the secured doors to find the doors open and undead filling most of it. It seems the necromancer or whatever has been raising these undead has been busy.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five collects his few items placing them in his satchel. Then he slowly begins to make his way out of the room.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five understands what Velden is insinuating and chuckles. "Shall we get this show on the road?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "How interesting, why is it that most of your stories always have bad endings?" Five asks Velden casually.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 After his mediation and some time with his book, he watches and listens for the last two watches. Five loves explaining how things work and normally never has listening ears or students, he takes advantage of the situation and gushes about technology and what he has been learning about in many of his fields. This likely takes an hour before his mediation.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five puts down a cushion in the North West corner of the room and sits on it as if ready to meditate. He watches the group for a while then once things start to settle down he meditates. After 4 hours of meditation he calmly watches the group and the entrance. After the 4 more hours of rest he pulls out a large tome and studies his spells for the coming day.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Yes, resting in the room for the 8 hours will allow you to level up. Everyone gets up to 4th level. Everyone gains HP equal to level plus con modifier for resting, and 1 ability damage. Hopefully the pacemaker works! Best of luck! Five has some healing he can dole out: Eternal Wand of cure moderate wounds, it shocks health into the patient, 2d8+3, 1 of 3 charges left. 1. 2d8 + 3 ⇒ (8, 1) + 3 = 12 Eternal Wand of Cure Light Wounds, 1d8+1, 3/day, CL 1
Claim the healing by grabbing numbers 1-4. Creed make extractions as much as you can! ;)
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Move the statues I destroyed over here. No one read these runes, I will tell you the safe word later." He instructs as he pulls out a chain and secures the door handles with it, simply linking the ends together with a spell. He then begins to trace some runes on either side of the door.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Savvy, I am sure that all of those, except perhaps the booze can be well handled soon." He smiles at the scarred one.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Leaving us so soon Knife Master? Do you not want to do some vault hunting? Avizzi you were contracted to bring Jellena and the briefcase, what do you want your payment in? New ones, if you so choose to join this group of Vault Hunters payment and equipment are easily in your future. I just need to know what you are interested in. I offer a safe place to rest your head and to help those we call citizens, though most out on Pandora are bandits." Five says using much inflection in his voice as he is pleased with the development of the group.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Time to earn your pay and freedom. This seems to be the last room and it is filled with undead. Be wary I am sure the creature that brought them to life is in there too. If you need some support, just call and I will do what I can." Five says simply as he continues to look at a strange ball item, in his hand, which seems to have multiple moving parts.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 4 "Aannra, they are on their way, healing a bit as they come." He says a few moments after she asks the question.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 3 Five walks around the room looking for anything interesting seeing that most of his spells would just get in the way and no one is asking for help. Round 4 He goes off the other direction.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five sees that the group has things in hand and continues to check out the Eridian tech.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Round 1 "Have at 'em Creed, they would tortured and eaten us before they killed us. You might call it murder, I call it survival." Five says with a bit of humor in his voice. Taking a few steps back and prepared to cast something if needed.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Shooting me would be better than killing me." He jokes back. "Sane, no. They are pyscho bandits and goblins. If we wait long enough even without the prompt that Creed gave they would likely kill each other. Nonetheless once we open that barrier they will likely attack us." Five talks from his prior experience. Speaking pleasantly to the other elf, "Jellena, would you please go check out the other room, take Jack with you we will be along shortly if we don't find anything else." Diplomacy: 1d20 ⇒ 20
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Will Save: 1d20 ⇒ 8 Five is able to shake off the influence of the orb needing that extra help. He goes over to the room and throws the item into the vault. He jumps over the water with amazing grace and touches the screen to close the door early. The door slams shut and a muffled explosion happens. Acrobatics: 1d20 ⇒ 18 "Thanks Velden I needed someone to bring me back to sanity." Five says once that is all done.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five is almost giddy with enthusiasm, clutching the egg like item, "We could and see what it does to the B@st@%#s."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five grins at Aannra, "I think it would be more fun to watch then we can pull sticks... no! Sorry!" He shakes his head stop focusing on what the new item can do. "It is a grenade one created by the Eridians, I am not for sure what it will do but it basically explodes and then comes back together. I think it is organic and can propagate, asexual? Hmmm. We could test it on that flock of bandits in our way. No!" He seems to be beside himself almost becoming like Creed without the yelling... Now you have three psychos in your group...
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Hey Jack or Creed want to see if you can lift the portcullis, oh wait, likely trapped! Avizzi, Velden you mind checking it out first. Aannra find anything interesting or helpful?!" He starts off analytical asking for help but once he gets to Aannra he acts like a child in a candy shop.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five steps around the water and comes up to Velden, then shakes his head. "I can't see what you are talking about but I trust you, Aannra you should grab what you want and come out quick, or just come out."
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Well fight with us to figure out what has desecrated the tomb and the sooner you will be able to face Alec Faust, he has secured this floor until we take care of the problem. It is necrotic in general." Five says simply knowing that with that incentive they will have another ally for now.
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 He sees Jellena step in and act in that weird manner, he looks to Velden, "Ah crap, negative reinforcement with an illusion can set one of us to have the illusion inprinted on one of us. Now we have a new threat, thanks Velden. She might come to her senses when she thinks you are dead. Do you have any images handy?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 "Yes the weirdest things do happen to me. A diminutive thresher would be welcome in comparison to some things I have found. Just wait for the next job, it involves a massive scag. You did tell me to figure it out." he says with mirth, then looking to the new individual. In a calm even voice he says, "Its good to have a nice person even though you look like a bandit. Do you know where you are, about that room, or this place?"
Skills: Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7 Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30 Five shakes his head at the others and goes to inspect the display. Lingustics: 1d20 ⇒ 11 He presses a few of the symbols and to his surprise they move around. He tries a few sequences and nothing seems to be happening. Once Avizzi tries entering the room for a third time the door on the West wall breaks and dust comes from the seal. Blue shining light emits from behind the door which fades to show a humanoid at the door.
|