Lem

Gimble Strapfellow's page

149 posts. Alias of psionichamster.


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AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble already swapped out his thieves tools for the masterwork set.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Before I go through and tally treasure, does anyone have a list handy already?


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Well, now, this is a lot better than before. Who've thunk fixing a towns plague problem would mean they're super friendly and grateful? Liv, Hennie, you ladies are fantastic in my books!"

Gimble smiles around big mouthfuls of food at the twins.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Staying to the shadows and corners, Gimble follows the man until he either enters a building or an opportune moment presents itself to swipe his pouch

Sleight of Hand: 1d20 + 8 ⇒ (14) + 8 = 22 (if appropriate)


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble moves quickly to follow the drunken lumberjack with the loose coin pouch, nimbly moving through the crowds (not that there's many people around) and keeps him in sight.

Stealth: 1d20 + 12 ⇒ (18) + 12 = 30


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Unchained Rogue 2

HP: 1d8 ⇒ 8 Woot!

BAB +1
Ref +1
Evasion
Rogue talent: Trap Spotter
All current skills +1 rank (new language: sylvan)


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Well, the ladies seem quite confident in the formula. And the trouble we got into gathering them makes me hope it works too. Either way, I dont think it'll hurt."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Yeah, I'm no good in here. I'll be outside waiting with our employer, come see me when you're good to go. "


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Survival: 1d20 + 5 ⇒ (5) + 5 = 10

KN(local): 1d20 + 6 ⇒ (9) + 6 = 15

"I dunno, only hung out with one gnome before. And he was into some weird and exotic substances, said it kept him young and colorful, whatever that means."

Peering at the small tracks, he attempts to parse out whatever made them and all assorted details.

"Kobolds have little lizard feet, so I doubt it was them again. Could be gnomes, or halflings, or even a human child. Cant really tell much more than that. "


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Well, I will keep an eye out for more dangers. How bout you grab the plant stuff and we move along? This place kinda gives me the shivers."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Good call. That thing was fast and scary. Good thing you ladies know your way around them blades."

Gimble retrieves his crossbow and keeps watch for the wyrms return.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble moves in and stabs the critter, hoping to score a good hit before it gets its feet (tail) under it.

Stab!: 1d20 + 4 ⇒ (6) + 4 = 10 to hit vs flat-footed, for 1d3 + 1 ⇒ (3) + 1 = 4 + 1d6 ⇒ 2 sneak attack

(+2 to hit if I can get into a flank)


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Large? I dunno if that word really captures how big that thing is. How old do you think it is? Hundreds, thousands of years old? Wow."

Gimble looks up. And up, and up, and up st the massive plant structure.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Take 10 disable device for 19, if that works.

If not: disable device: 1d20 + 9 ⇒ (4) + 9 = 13

"Okay, little critter...the goblin is dead, we're not gonna hurt you..."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Nicely done. One less hobgoblin in the world to bother travelers and explorers I guess. What do we do about the animal? Can you fix its leg, if I can unset that trap its in?"

Gimble calmly loads another bolt into his weapon and moves towards the fallen goblin.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Goblin! See, not very kind to yell things at one another without polite introductions! Say hello to Mr. Pointy!"

Gimble looses the crossbow at the goblinoid who so rudely shot at him first.

Thwipp!: 1d20 + 4 ⇒ (14) + 4 = 18 to hit, for Piercing: 1d6 ⇒ 2


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble shrugs.

"She asked if I could put it to sleep. That's how I would have done it. But I don't have to do anything if you dont want. I mean, this seems like a pretty elaborate trap for some people, if you ask me."

Gimble does not lower his crossbow, looking around for whomever set the trap to show its face.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Um...I can maybe whack it with a sap. I dont know how good that'll do for the critters head, though. Usually I just stab or shoot, if I gotta hurt someone it only makes sense to do it as hard and fast as possible."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble stays put, crossbow ready and eyes peeled for something about to jump Hendrina.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Shhh...something is here. Maybe someone in need, maybe a trap. Cover me, I'll take a peek."

Gimble loads a bolt into his crossbow and carefully sets the bow. He drops into a crouch and sneaks towards the sound of the whimpering.

1d20 + 11 ⇒ (17) + 11 = 28 stealth
1d20 + 7 ⇒ (3) + 7 = 10 perception


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 5 ⇒ (12) + 5 = 17 survival
1d20 + 7 ⇒ (5) + 7 = 12 perception

"Thanks. That should make our job a lot easier. Promise I won't say a word, no worries."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Nine more dead from the sickness? Wow, that's really not good st all. We just have to get the last thing you said, and then we can head back."

Gimble looks back to where Odd'n and Trom are staying.

"Maybe you can help our other friends back to town? Odd'n kinda got a little beat up by some skeletons, and our wizard was watching over him. Maybe they head back with you?"


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Right, right. Hopefully no other cutlery or cooking apparatus comes to life and tries to eat us. Lead on, oh twinned ladies."

Gimble pockets all the valuable stuff worth taking, retrieving his knife and getting ready to go.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Whoa! That pot almost chomped me! Weird, that"

Gimble takes a look through the hut, searching for the herbs they were after.

1d20 + 7 ⇒ (16) + 7 = 23 perception

"So. whaddya think happened to the witch lady?"


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 3 ⇒ (17) + 3 = 20 initiative

Gimble draws a knife and throws it at the animated cauldron thing.

"Gah! Living cookware and talking necklaces? This old lady is creepy for real, guys!"

1d20 + 4 ⇒ (20) + 4 = 24 to hit, for 1d3 + 1 ⇒ (1) + 1 = 2 damage 1d6 ⇒ 6 sneak attack if possible

1d20 + 4 ⇒ (6) + 4 = 10 crit? For 1d3 + 1 ⇒ (3) + 1 = 4 additional damage


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 7 ⇒ (1) + 7 = 8 perception

"Wait, can you do that? Wrap yourself up in bandages and such after you die? I didnt think that was a thing."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble sneaks forward to the doors edge and takes a look.

"Is that our lady? Or someone else who died in her house?"


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Polite and cheerful, that's the way to handle scary magic ladies who live in the woods. Put a smile on and use your best manners, eh?"

Gimble does exactly as he says, smiling widely and keeping his hands well away from his weapons.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Let's visit the old forest witch first. Maybe shell have some soup or something."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Well, we will miss your magic and the big man's fists, but if you're sure about it, why not? We can come back on our way back to town, pick you two up and all head back together."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Okay. Seems like we found enough fungi for the potion. What's next on the list? Crazy old forest witch?"


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Hope you ladies can hurt them more than I can! My knives won't do squat against those bones. "

Gimble draws a pair of knives and stands ready to stab if possible.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Whoa! That was too close for comfort, really! Dunno what I can do here, folks, crossbow bolts and knives ain't got anything to cut or stab!"

Gimble withdraws from the melee, double moving behind the wall of pointy and stabby polearms.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"More mushrooms, too! That's good news, right?"

1d20 + 3 ⇒ (6) + 3 = 9 initiative


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Uh, yeah, i do want that shiny bauble. Shiny means treasure means money. I dont expect the town is gonna cough up serious coin for us basically saving all their sick people, so we gotta fend for ourselves. And that means shiny stuff that comes from kinda scary places."

While they're talking, Gimble unlocks the cell door (if needed) with the keys he took, then carefully reaches for the shiny.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

If he doesnt spot any traps or the like, Gimble stows his crossbow and lights a torch, then moves into the room. Dagger in hand and torch raised, he approaches the key-hook first and examines the keys.

"I'm assuming these work in the cell doors, but maybe not. Worth a shot, at least "

If nothing big and scary jumps out, he approaches the cell with the skeleton holding something shiny and moves to unlock the cell, barring traps on it.

1d20 + 7 ⇒ (20) + 7 = 27 perception


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Hmm...more dead guys. I hate to think what they must've done to get locked away and forgotten like this. Terrible business, that."

Gimble pokes his head in and scans the prison area before proceeding.

1d20 + 7 ⇒ (12) + 7 = 19 perception


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Secret door or a crushing block trap. Not sure which, but I found the switch to make it move. Clear outta the way and I'll push the button."

Once the team is clear, Gimble will push the button.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Well, I was kinda kidding about the hidden treasure stuff, but look at that. Plenty of gold and fancy stuff to go around, even a nice polished backscratcher."

Gimble says the last part holding up the dark wood stick.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 7 ⇒ (16) + 7 = 23 perception 1
1d20 + 7 ⇒ (12) + 7 = 19 perception 2


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble had 2 hp still left unhealed, but no longer.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

If Trom means to split up and leave with that rather valuable gemstone in hand, he pipes up.

"Sure, sure, let's search this place thoroughly. I dont think we should split up just yet, though. No telling what other traps and shenanigans this little bastard thought up, and I'd hate to see someone get hurt on that account."

Gimble heads over to the spot the ruby came from and examines it closely.

"If the stone gets put back, what does that do? Hidden treasure chests or fancy magical boons or something?"


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Any objections if I slit this little tractor's throat? He tricked us once, then tried to bring wolves in on us. I feel okay doing it, just wanted to make sure non of you feel squeamish."

Gimble prepares to do just that, assuming no objections arise.

2d3 + 2 ⇒ (3, 1) + 2 = 6 + 1d6 ⇒ 6 damage, DC 22 fort or die if the damage doesnt do it.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 2 ⇒ (14) + 2 = 16 will

Whoo-hoo! Gimble's dice luck continues!


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Oh don't worry, lizard breath. We'll cut you down too, soon as this talking wolf is outta the way. Why don't you save us the trouble and just drop dead now, make it easier and less painful for ya."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 To Hit, flank, for 1d3 + 1 ⇒ (2) + 1 = 3 + 1d6 ⇒ 6 sneak attack.

1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 confirmation for 1d3 + 1 ⇒ (1) + 1 = 2 additional damage

Gimble moves past Odd'n and the talking wolf to stab it while flanking. His tiny but very sharp knife finds a rather tender vulnerable spot, drawing a nasty gash.

"Maybe I can start with skinning you first, then move on to the little ones. Talking wolf pelt has gotta fetch a higher price at market, right?"


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Whoops. Well come back to that skinning thing.

"Oh, a talking wolf! How fancy."

1d20 + 3 ⇒ (11) + 3 = 14 initiative


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble raises his crossbow and aims at the fleeing kobold, then lowers it while shaking his head.

"No sense wasting a bolt on that shot. We'll run into him again."

Approaching the now slain wolves, he draws a very sharp blade and rolls his sleeves up.

"If noone else wants to, I will skin and dress these critters. No point letting the meat waste, and the pelts will be nice, either sold in town or made into a fancy cloak."

Take 10 to get 15 survival on skinning/dressing the wolves, unless someone is better and Gimble can aid another.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]
Earlier in Town wrote:

As Hendrina handles the pages of the book Odd'n tore, she sees they refer to the 'Devil's Footprint. It takes her but a moment, but she recalls something the other day in Laurel's grandmother's notes about blackscour growing in the devil's footprints and she's off. Armed with this new name for the fungus, she soon has information about blackscour, that had been hiding in plain sight under a different name.

Blackscour sufferers can usually shake off the disease after drinking an infusion made of elderwood moss, pickled rat's tail (a root), and ironbloom mushrooms.

Her search of the nature texts show that elderwood moss only grows on trees that grew during the reign of the fey queen Topal, which would mean they'd have to be at least 400 years old. Ironbloom mushrooms are frequently grown by dwarves, particularly around places where metal is worked.

She is still puzzled by a note that reads devil's footprints in Darkmoon V. Tawateras 4644; Nasojerica 4655


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Of course, they're right over here."

Gimble brings Hendrina over to the area and points out the fungii.

"So...mission accomplished? We head back to town, or keep looking for that old crone witch lady for more info?"

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