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Fletcher Noo's page
51 posts. Organized Play character for thunderspirit.
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Justain Deckert wrote: Are these replayable? I don't recall. Yep. Per the sanctioned download:
Quote: Normally, Tier 1–3 adventures can only be played once. Gallows of Madness is a special exception to the standard replay rules—each chapter can be replayed an unlimited number of times with a 1st-level character for credit. Each chapter can also be played with a 2nd-level or 3rd-level character once for credit in each of Core and Standard Campaign play. GMs receive another Chronicle sheet each time they run a chapter of Gallows of Madness, but can only apply each chapter’s Chronicle sheet to one 2nd level or 3rd-level character in the Core Campaign and one in the Standard Campaign. So consider them evergreen for level 1 PCs.
3601-18
Grand Lodge
no Day Job
Thanks a bunch for running, GM Tyranius! This was a fun table. :-)
Worth poking about, I suppose, Fletcher says, but not too long. I'm not about to catch something from this fellow if I can help it.
Perception aid another: 1d20 + 3 ⇒ (17) + 3 = 20
Orseb wrote: Quote: The crit saved you guys. This turn the hook fly was going to start spitting up swarms. (Jeez! How many swarms do they put in 1-2 scenarios these days?) All of them. All the swarms. LOL
Fletcher lends a hand to Conal, dextrously tying Gellion up. Any idea how we can break the mind control here...?
GM Tyranius wrote: Fletcher- you don't have LoS from that doorway to the Hookfly. The many stacks of crates block you visual. Shifted you next to Ok as you still had movement remaining. Gracias!
Fletcher takes careful aim at the hook fly latched onto Justain. I got this...shouldn't hurt too much...
Point Blank/Precise Shot vs. grappled AC: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
dmg (normal bolts): 1d10 + 1 ⇒ (6) + 1 = 7
Fletcher nods in Orseb's direction. Glad you took care of those undead centipedes! That could've been nasty... ;-)
Fletcher recounts the alchemist's fire vials he used to minimal effect versus the spider swarm and takes stock. I used the two I brought. Do we have more? Asked as much for Fletcher's player as for Fletcher himself; neither seem to remember. LOL
Fort save: 1d20 + 3 ⇒ (2) + 3 = 5
Ugh.
Fort save: 1d20 + 3 ⇒ (16) + 3 = 19
Fort save: 1d20 + 3 ⇒ (1) + 3 = 4
Fort save: 1d20 + 3 ⇒ (3) + 3 = 6
Fort save: 1d20 + 3 ⇒ (7) + 3 = 10
Fort save: 1d20 + 3 ⇒ (1) + 3 = 4
Fort save: 1d20 + 3 ⇒ (18) + 3 = 21
Fort save: 1d20 + 3 ⇒ (18) + 3 = 21
So. First level, amirite? >.<
Fort save (poison): 1d20 + 3 ⇒ (3) + 3 = 6
Fort save (distraction): 1d20 + 3 ⇒ (20) + 3 = 23
Fletcher feels the burning poison course through his veins, making him a little woozy but strengthening his resolve; he five-foots out of the swarm, takes a second vial of alchemist's fire out and hurls it at the mass of vermin!
ranged touch, Point-Blank/Precise Shot: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 Sigh.
dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Run away from them!
Fletcher pulls an alchemist's fire from his backpack and readies an action to hurl it once everyone has gotten out of the swarm, targeting a corner that avoids splashing onto someone if possinble.
I'm willing to try Hydris' plan, if we can work something up. Otherwise, let's try opening the other door and see if that is free of the demon bile.
Ok Hyeong-Ju wrote: "Fletcher, is your name also one of your major skills?" No, it's mostly ironic, he says with a touch of misery in his voice. And thanks for bringing up such a painful memory, Ok.
Fletcher's two-plus-one-for-human skill points per level say "no." LOL
But hey, it's an untrained skill, and there's a 20 on every die, so...
DC 15 craft check: 1d20 ⇒ 3
Yeah, not so much. :-)
Oh, I didn't know holy water would work! Fletcher says, dropping his crossbow (free) and drawing a vial of his own (move). He then hurls the flask at the flying thing!
ranged touch, PB/Precise Shot: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Ugh. I'd like to use my reroll, please...
ranged touch, PB/Precise Shot, reroll w/GM stars: 1d20 + 5 + 1 + 5 ⇒ (18) + 5 + 1 + 5 = 29
damage vs evil outsider: 2d4 + 1 ⇒ (3, 2) + 1 = 6
Orseb wrote: (Why is it on an intersection of squares? Was it in my square?) I think that was an attempt at 3D rendering, to indicate it was above Fletcher's head. Could be wrong tho.
Fletcher takes careful aim with his crossbow and fires at the winged flying thing! Bolts are not cold iron.
Precise/PB Shot: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
hvy crossbow dmg: 1d10 + 1 ⇒ (7) + 1 = 8
Move action: reload
DC 13 Fort: 1d20 + 3 ⇒ (14) + 3 = 17
Fletcher lets out a yelp as the claw breaks his skin, but fights off the first wave of poison. He moves as rapidly as possible away from the winged thing! Mechanically, a withdrawal action.
DC 11 Will: 1d20 + 3 ⇒ (17) + 3 = 20
Fletcher smiles weakly at Hydris. Fear? Who's afraid? Haha, not me! His tone is entirely unconvincing.
Of course, of course, Fletcher says, helping his wife's body onto Justin's shoulders (think he's the only one strong enough to carry her without penalty). We should head there straight away, then on to the warehouse.
Orseb wrote: Orseb has a weird look on his face that conveys a sadistic curiosity. "Hmhm. And could you also explain how the attack felt? Was the spider bite stinging or creeping pain?" LOL
Fletcher carefully cuts down the woman while Conal talks to Gellion's father.
Conal Therinor wrote: Conal carefully cuts the webs away and gets the two on the ground.
Anyone know anything about poison?
I know it's bad, Fletcher says. Does that count?
The crossbowman takes a close look about the room.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Fletcher shoots with his crossbow!
hvy crossbow, PB/Precise Shot: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d10 ⇒ 10
He then five-foot steps to the side, out of the doorway to let the others in, and reloads (Rapid Reload)!
Heh, Fletcher gives Orseb's remark a mirthless laugh. Good one. He grabs the journal and hands it to Hydris, then moves across the hall to open the other door.
Fletcher nods and moves to open that door.
Fletcher moves to the fallen mirror, trying to determine if this was yet another trap.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Thanks, Orseb.
Fletcher looks about. Left, I suppose? he says, indicating the lone door in that direction.
Ungh... Fletcher grimaces as the cutlery hits him. Not quite got it, I'm afraid. Anyone else hurt? he asks as he plucks the fork out of his flesh.
DC 12 Fort save: 1d20 + 3 ⇒ (12) + 3 = 15
He handles the stench somewhat better. What on Golarion happened in here?
As long as it's not magical, sure, Fletcher will try.
Disable: 1d20 + 5 ⇒ (9) + 5 = 14
Have shield, will trapspring. :-)
Search the entire floor first, is my vote.
With a five foot step, Fletcher has a decent shot. He loads his heavy crossbow (Move) and fires!
PB/Precise Shot: 1d20 + 5 ⇒ (7) + 5 = 12
dmg: 1d10 ⇒ 4
Fletcher exhales for what feels like the first time after the buckler absorbs most of the trap. He delicately picks it up once it is cool enough, then follows everyone inside, chuckling at Justin's remark.
Tiny footprints...
He takes a look at them.
Survival: 1d20 + 2 ⇒ (16) + 2 = 18
Fletcher taps his chin as he surveys the building. Looks like we might need to bust in the door. Perhaps a shield over the place where the vial comes out? The Varisian has already taken off his buckler and is comparing it to the area of the trap.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Oh, yes, Fletcher says with assurance. We shall definitely seek an explanation from him. It takes him a moment before he realizes that his words might not be comforting...
Well, we can't just leave this here, Fletcher says, looking at the purple goo with distaste. We need to take care of it, no?
Movinaar was your best cook, eh? Fletcher says between bites of chicken jerky. Bet you'd be happy to have him back. That's why we're here, to try and get them home safe and sound. Anything you might be able to share that could help would be great. We'll do our best to bring him back first.
Not sure that fits a Bluff or an Intimidate, but it's the same modifier (or for Diplomacy, for that matter).
1d20 + 0 ⇒ (17) + 0 = 17
Fletcher nods as Justain talks. No interest in breaking anything, ma'am. And chicken sounds grand; I hear it's the best north of the Inner Sea.
Fletcher notes what the people say about Alcie and makes a fair effort to make his adventurer's equipment less conspicuous. Not much I can do with ol' Blue, though, he thinks to himself, noting the crossbow that won't be easily hidden.
Er, ah...maybe our coin will have to do some of the talking here, he says quietly just before entering.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14
Fletcher nudges Conal. You said something about needing new boots, yeah?
Oh, yes, Fletcher says. We've talked to a few of them. Just wondering if someone might've seen something else, that's all. He smiles gregariously, looking about. Say, we're looking for someone called 'Yellow-Foot' too. A little bird told us about that, heh. Not sure who they meant, though, Any idea?
Diplo aid: 1d20 ⇒ 14
Linguistics: 1d20 + 1 ⇒ (19) + 1 = 20
Yellow-Foot. Fletcher scratches his head. That seems to be what the bird is saying. "Get Yellow-Foot!" Anyone know a Yellow-Foot?
Fletcher continues to fire at Red!
crossbow (PB & Precise Shot): 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d10 ⇒ 4
Move action to reload.
These ants are no picnic!
Fletcher five foots again, this time southeast, and lets loose another crossbow bolt at Red!
crossbow (PB & Precise Shot): 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d10 ⇒ 4
Move action to reload.
I can see that they're ants! Fletcher says with a hit of sarcasm. Big ones. What I want to know is, can they die?!?
Fletcher takes a five-foot-step south and fires his crossbow.
1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d10 ⇒ 4
Panic overwhelms him for a brief moment, before he is able to regain his composure and use a Move action to reload.
With a nod, Fletcher loads his crossbow. I'll, eh...I'll follow you.
Survival: 1d20 + 2 ⇒ (12) + 2 = 14 Close, but no Kewpie doll.
Fascinating story about young Nolaria, huh? Fletcher says amiably. Bit of good fortune the priest was there, I'd say.
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Fletcher smiles at Ildris' account of the missing girl. Ah, yes, we've all— he stops himself as he considers Justain — ah, most of us— he stops again, remembering Hydris and Orseb — um, some of us, anyway...have bent the rules from time to time...
He clears his throat, a bit red-faced. Ahem. Graveyard, you say?
Fletcher follows Hyeong-Ju's lead, shopping the apothecary 's wares and looking about the shop.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
LOL, if it's any consolation, I read the letter of authority, if not the list of names. :-)
Fletcher turns the scrap of paper over a couple of times before handing it back to Orseb, suddenly taking great interest in what the halfling has to say about Durvin Gest.
A Varisian man, clad in bedraggled clothes and a battered chain shirt, nods as Mayor Trinelli speaks. No proof they're connected, Fletcher says, absently polishing a starkly well-kept heavy crossbow, but no proof they're not connected either. Huh. He pops a few sunflower seeds into his mouth and continues after Justain's question. Yeah, that. And apprentices to whom? Any connection there?
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