My apologies, but the only thing I can think of for Garret's background is that he was transferred to Magnimar to learn more about open religious groups.
Azten here. I haven't had time to change the backstory, but this is my bard submission. Information is knowledge. Knowledge is power.
Garret just has a strange way of getting information. :)
I had a great time playing.
"We shall. North or East?"
"Xarina, should we go check this out? We are Night Watchmen and close, it's the least we can do. If any of the other Watchmen are at the scene we can learn what happened a lot quicker."
"If I didn't know better -and right now I don't- I'd say were about to have a big earthquake." Garret offers. "Which is pretty bad if we stay underground, so I agree with Nathaniel."
I'll climb my up and into the room, with someone between me and the man if possible, then stand up.
Climbing back down the ladder, Garret reports back to his allies.
"Okay, we got one guy moving stuff around and a bunch of silver goods-stolen no doubt-scattered across the floor. As busy as he seems, one of us bursting in might surprise him enough to catch him off-guard. The rest of us would follow in quickly, of course."
To be clear, I do not hear or see anyone in the room?
Garret shrugs.
"It's not the worst thing I've had to deal with." He says before he climbs up to the hatch as quietly as he cans and listens a bit before he decides to open it.
Stealth:1d20 + 7 ⇒ (19) + 7 = 26
Perception:1d20 + 6 ⇒ (19) + 6 = 25
If it sounds like whoever is up there is not right next to the hatch, I'll open it a crack and take a look around.
"None from me. Getting some information beforehand is a good thing in my mind. Gotta know whether what you're dealing with before you deal with it, you know?"
"Closest thing I've got is that song I tried with Xarina. It can only affect one person though, so it's not very useful." Garret whispers back. "I can think of a few ways it could be useful, but whoever in that room would have to be able to hear it too."
"Anyone ever tell you two that you're kinda of weird?" Garret asks, casting a spell of his own to remove any sewer smell that may be clinging to him.
You are correct, Sinvel, in that I got my computer back! Unfortunately it doesn't seem to like me anymore. I'm having a friend of a friend look at it now. Don't know when I'll get it back, so until then it's library computers for me...
I'm back either way.
So... who thought I was dead?
Turns out it wasn't the charger cable. See, the loop on my laptop bag broke one day while I was walking and it fell. This cracked the motherboard in three places.
Honestly, I've had plenty of chances to get online, but without all my pdfs(and music), it just didn't feel right.
With any luck I'll get my computer back today though!
So it's starting to look like I'm going to need to get a new charge cable for my computer. It's been acting up the last few days, and today it finally stopped charging my computer. So if no one hears from me for a while, don't worry, I haven't forgotten you. It just sucks that I might not be able to participate in all my games! :(
Moving up, Garret renews his song on Xarina, doing what he can to keep her out of harm while she attacks.
Moving to G-2 and using a standard action to start the Disappearing Act again. DC 13 Will save, as before, for the bandits withing in 30ft(which I think includes the one in O-4) to see her. Us too as well.
"I hope this works..."
"Abscondat, evanescunt a conspectu, quasi videre per ut solis..." Garret chants softly, almost singing under his breath, trying to get Xarina out of sight. "Go Xarina, they may be unable to see you."
Using Bardic Performance: Disappearing Act, to make Xarina invisible to everyone within 30ft that fails a DC 13 Will save. It works just like the invisibility spell.
For anyone wondering, Garret said "Hide away, disappear from sight, become as see through as sunlight...". Used Google Translate to turn English into Latin to make it more magical sounding.
Berating himself for not thinking of it sooner, Garret moves the lights down the hall and away from his allies.
Move Action: Move the lights to all be 20ft from Garret and the others.
Standard: Readied action to trip.
Having to choose between the sword or the whip, Garret readies the whip. He wasn't necessarily good at it, but he could trip up a person if he really tried.
Readied action to Trip the first enemy that comes in range.
Perception:1d20 + 6 ⇒ (17) + 6 = 23
The spell is only one round a level, so to keep up the ruse I'll cast it again and move back toward my allies.
Repeating the spell and retreating again, Garret calls back to his friends in a low voice.
"They won't be expecting us, we can catch them by surprise if we go now!"
Reaching carefully into a pouch on his belt, Garret grabs the components he needs to cast a spell as he backs away toward his allies. With a low whistle, he holds the magic for a moment before letting it go.
The sound of four fully armored guardsmen approaching echoes towards the thieves as the spell takes shape. Or, more accurately, takes sound.
Move Action: Move 20ft away from the bad guys.
Standard Action: Cast ghost sound for the effect described above.
This is in an attempt to frighten the enemy, which hopefully causes them to make a mistake, while hopefully covering the sound of my allies approaching as well, or at least make it seem like there are more of us. The bad part is the DC 13 will save to disbelieve.
Perception:1d20 + 6 ⇒ (7) + 6 = 13
Stealth:1d20 + 7 ⇒ (11) + 7 = 18
I'll put all four of the dancing lights as far back(20ft) as they go, whether is helps or not.
"Music and magic are as one for me. I use one to shape the other, and vice versa. I'm no priest, so ease your worries. I intone no prayers when I cast." Garret replies without a pause. "I can try teaching you the songs later, once our quarry has been caught."
"I've got enough energy left for one healing spell. Let's hope it's enough." Gently, Garret places a hand on Nathaniel's arms and hums the notes for the spell to take shape.
Cure Light Wounds:1d8 + 1 ⇒ (7) + 1 = 8
Taking out the whip he almost always has, Garret strikes at one of the dogs.
Whip:1d20 + 1 ⇒ (17) + 1 = 18
Nonlethal Damage:1d3 ⇒ 1
Sorry, but maybe I'm misunderstanding. My +2 bonus to climb checks turned the 13 you rolled in the first round into a 15- high enough to get over the rubble in the first round, so I can do something during the second round?
I know I don't have it in my skills, but that's because I don't have any ranks in it. The Sure-Footed racial features gives me a +2 to Climb checks, making the total 15.
Are the dogs within 15ft of the rubble? Is there one withing 5ft of me?
Apologies for the delay.
Hearing the sounds of a dog attack, Garret finishes the climb up quickly and hurries down the other side.
Would it be a single Move Action to get over the rubble? I've only got 20ft of movement.
"Go on through, Mal, I'll guard the back." Garret tells his companion as he rearranges the lights to go up the hill of rubble in a line.
Acrobatics:1d20 + 5 ⇒ (1) + 5 = 6
Reflex"1d20 + 6 ⇒ (15) + 6 = 21
"No call for that, Malchius." Garret mutters as he stands up. "Just not used to have the rocks outside yer head knocking around."
Looking at the beaten Nathaniel look-alike, Garret hums a few lines and places a hand on Malchius' arm, letting the magic do it's work.
Cure Light Wounds:1d8 + 1 ⇒ (5) + 1 = 6
"Sounds reasonable." Garret says as he rearranges the lights.
"If they are guarding something, that would be the place to go. If the people we're looking for are down there, they already know we're coming. Should we get back-up?"
"So which way now? If we keep going left we could end up literally going in circles."
Garret shakes his head.
"I'll keep point. If things go bad I got a trick that might work to keep me safe." With a hard look in his eyes, Garret moves down the tunnel again.
Stealth:1d20 + 7 ⇒ (18) + 7 = 25
Perception:1d20 + 6 ⇒ (9) + 6 = 15
Reflex:1d20 + 6 ⇒ (18) + 6 = 24
Perception:1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
At the first shake Garret pressed himself up against the wall and managed to stay standing.
"What was that?" He coughs through the dust.
"I can keep the lights up to twenty feet behind me." Garret replies. "If things get bad I'll be running back."
"So much for being sneaky." Garret thinks as he mutters the words that bring several floating lights into existence. Dancing Lights. Still hoping the light won't be noticed, Garret lets them trail behind as he moves on carefully.
I'll go first.
Waving for the others to follow, Garret makes his way down the stairs, short sword at the ready.
Stealth:1d20 + 7 ⇒ (16) + 7 = 23
Nodding, Garret makes his way over to the door and listens carefully.
Perception:1d20 + 6 ⇒ (15) + 6 = 21
Garret sighs. He was never going to get a discount on cheese here now.
"Ah, were you going to take some wine with you?" Garret asks as he goes to inspect the wine. "Strange that it's moved like this though."
Garret turns to see how the shopkeep reacts to his proximity to the wine rack.
Knowledge(Local), or, is this man married?:1d20 + 6 ⇒ (19) + 6 = 25
Just trying to see what I know about this guy.
Sense Motive:1d20 ⇒ 9
"Really? You're usually open at this time of day."
"I like the knocking idea. We could ask why he's closed and see how he reacts."
"Just how are we going to break down a door quietly?"
Sorry about not replying quicker.
"I can try, but I make no guarantees." Slipping a dagger into his hand, Garret crouches down and makes his way across the street as quickly and quietly as he can at the moment.
Stealth:1d20 + 7 ⇒ (19) + 7 = 26
Surprised that he can barely hear the sound of his own footsteps, Garret goes to the door and listens.
Perception:1d20 + 6 ⇒ (20) + 6 = 26
It's like the dice are apologizing for those botched Acrobatics checks earlier...
|