Nareem Daress

Garnstn White-Eye's page

119 posts. Alias of Patrick McDade.


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HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn is updated. Notably he now has double slice and will be using two shortswords instead of his axe in almost all cases. This means that setting up a flank can give an extra 4d6+ bleed damage. Tactically he will be dropping in initiative to try and get flanks once the others engage in melee.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Wife's birthday weekend. Will be back Monday


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn nods at Dain. As the party settles in for the night he adds, "Without that magic rock we would all be dead. Need to be more careful next time."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn looks at his companions and says, "We get paid twice for the same work then... I say Aye."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn's eyes narrow and he addresses the woman directly. "You don't get to tell me when to get bloody. You give the job but I get to say how things get done. Otherwise, I'm good on a crew."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Standing covered and blood and grime, Garnstn looks grim as he says. "Vanthus stole and ran, we're gonna bring him back."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn shakes his head and mutters lowly to the group. "We planning ta kill everyone? That's pretty bloody and likely has some of us dyin' as well. I'm not a talker but I don't wanna be the one to die either."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn nods and follows.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

With his hands resting on his blades Garnstn reminds the man of his promise. "And about that money you promised..."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn follows along to inspect the cells.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"Can we send him ahead to smash all the bandits?"


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

For the record: Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Looking around and seeing no one else to fight immediately, he walks to the water's edge. Seeing the thrashing and blood he simply shakes his head grimly.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

All,

Garnstn is a rogue with the second lowest AC/HP combo in the party - he is not a tank. I'm doing all I can to set up combats strategically but everyone else seems to be keeping their characters away from combat. Its not working.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn bring his axe to bear muttering "What am I doing up front again..."

Greataxe: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d12 + 6 ⇒ (8) + 6 = 14


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn steps froward pulling out a javelin as he moves and throws it at the injured thug, but the javelin goes wide into the wall.

Javelin: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn already tried to lead the group ahead if you look at the map. Just waiting for people to catch up.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Shaking his head at Dain, Garnstn gestures to the group to follow and sets off at a trot. Heading to the intersection the group had passed earlier he says. "Cat and mouse. Best be where they don't think we will be... And we don't want to get trapped in a room with no doors out." He makes to head off to the north if the group will follow.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn joins Mal heading back that way. "They'll probably start lookin' for us in groups. We could try to get behind 'em or set an ambush."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn says quietly, "Any other way. Too many of them to rout them again in their strong place. Better to hit them where they don't see it comin'"


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"Runnin blind in a crew's strong place is a good way to die...

But stranded alone is worse.

Garnstn keeps up.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"... or set up an ambush..."

Garnstn shakes his head as he follows behind Dain.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

With three guards dropped quickly, Garnstn speaks harshly. "Drop yer weapons, or yer all dead as them!"

Now we can talk... blood helps make 'em listen.

Intimidate: 1d20 + 5 ⇒ (19) + 5 = 24


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn looks around and says, "Aint no way this wont be a brawl."

Not wanting to give up the advantage he swings at the nearest guard with his big axe.

Axe: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d12 + 4 ⇒ (3) + 4 = 7
Sneak Attack: 1d6 ⇒ 4 +1 Bleed


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn signals for quiet and whispers, "Someone just opened and closed a door that way." He points to the door to the west, signaling people to form up and prepare to follow.

Once everyone is in place he opens the door quickly, prepared to rush into the room and surprise whomever is there.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn sniffs and shrugs, letting Dain do the looking.

"We're trying to find a person, right? Let's find him, bloody him, and get out of here..."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn grabs a crossbow and some bolts. "Just in case..."

He then checks the door to the north, and if there is nothing suspicious will open it and look through.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn pushes the door open, axe at the ready.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn shrugs, looks at Mal and says. "Might be good later, but doors don't open by themselves. Lets hit the door with armor up front."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn grunts, "Place looks empty. Use yer fancy finding magic?"


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn sets up in front of the lock with his picks. He is clearly not expert, and takes a few tries to see if he can get it right.

Disable Device: 1d20 + 7 ⇒ (5) + 7 = 12
Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21
Disable Device: 1d20 + 7 ⇒ (16) + 7 = 23
Disable Device: 1d20 + 7 ⇒ (12) + 7 = 19
Disable Device: 1d20 + 7 ⇒ (18) + 7 = 25
Disable Device: 1d20 + 7 ⇒ (11) + 7 = 18


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn points out the area with increased traffic and says. If we're breakin' in, best be quick in and out.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn searches the area in the alley carefully, wondering if there is a secret entrance, before returning to the group.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

GM:
Garnstn will continue to case the place into the night, staying in the shadows but close enough to see with Darkvision. He will rejoin the party a while after midnight and report anything he sees.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"I'll try to case the place a bit. Not my best thing, but not my worst either."

Garnstn will set up in an alley across the street and watch the commerce in and out for a few hours. If the rest want to pass by or play customer as well, that's fine. He is mostly watching people go in and out, hoping to get an idea of how many people we can expect to find in there.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"If we're doin' this bloody, best be at night. Unless one of you thinks you can talk yer way in during the day..."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn is hoarding his cash at this time, but would contribute to a CLW wand or similar group items if needed. He does by two alchemist fire just in case he runs into something that he can't make bleed.

I do think if we're going to be more successful we really have to work map-based tactics better. If Garnstn isn't getting flanks he can't really do his job, and he needs other people to be careful of their movement and help him set up those flanks.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"Likely track some down in Shadowshore... where all the crews hide-out from the law."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn mutters to the group. "The Lotus Dragons are a crew. New but tough, work well together. Yer brother may be with them."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Know Local: 1d20 + 6 ⇒ (11) + 6 = 17


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn lets out a grunting laugh and fingers his axe blade as he says."You spend yer money, not mine. She's dead 'cause of that thing, not me."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn steps in with his axe.

Axe: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d20 + 6 ⇒ (1) + 6 = 7

Second swing if needed

Axe: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d20 + 6 ⇒ (8) + 6 = 14


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn attacking the zombie in front of him, then steps out of the way... Someone with armor get up here...

Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d12 + 6 ⇒ (5) + 6 = 11

Attack then 5' move north.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn grumbles, "F@ck it. Let's just get bloody." He doesn't take any direct action though.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn just stands there, axe in hand, waiting to see if things are going to get bloody. Or ichory as they case may be.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn swings at the zombie next to him.

Greataxe: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d12 + 6 ⇒ (8) + 6 = 14


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn nods and follows.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Looking at the sprite, Garnstn asks bruskly,

"What does the leader look like? Where would he be?"


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Can the Ranger use the wand of CLW?

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