Silstaren wrote:
"It's all to do with personalization." Greehr explains. "My potions and bombs are effective only to myself because the key ingredient is my own magical signature. Certainly, with the right ingredients, magical catalysts and the like, I could allow my potions to work on others, but it is expensive and time-consuming. Not entirely a problem in the city but here," Indicating to the wilderness around them, "I will need to develop a method to do so without the fancy catalysts." Garyn Avery wrote: "Greehr? Ha ha! The mad bastard! Lobbing his concoctions left and right, blowing bandits clean out of hiding! Like nothing I've ever seen before." "A fine exaggeration, if I ever heard one." Greehr comments with a half-smile. Once the hearty meal was finished and the drinking had gone underway, Greehr immediately begins preparations for another batch of bombs and potions to replace those he had to use earlier. No sense wasting time. The mutagen, he holds off till morning, as it was late in the night already.
Cale nil Surtova wrote: "The Tuskwater's a fair ways south. If we headed there now, we'd leave a lot of ground behind us uncovered. We can't ignore the other portion of our charter that asks us to explore and civilize the rest of the lands as well." He takes a moment to think. "We should head back to Oleg's for now. We can decide the fates of these two brigands and put away some of this so it doesn't get broken. We should then start sweeping through a few other areas." "Good to know we're not running into another bandit camp anytime soon." Greehr remarked. He raised the small blue potion up. "Some form of a curative potion, if anyone wants it. The whiskey is good too."
Satisfied with the turn of events, Greehr takes the time to drink a potion of his own making, feeling the restorative energies washing over him. It felt similar to what Strovan did, he'll have to take notes on that. No matter. Cure Light Wounds 1d8 + 1 ⇒ (7) + 1 = 8 Ignoring the screams of the burnt man, he goes amongst the fallen bandits, Kressle first, looking first for any alchemical items, then checking if they are truly dead or not. "Anyone else still alive?" He asks. Perception (Heh) 1d20 - 1 ⇒ (6) - 1 = 5
Hectic, apparently. I like the mad bomber bit. I should be one. The arrow stuck deep, but Greehr manages to bat the pain away long enough to swing with at the offending bandit. He pulls out the arrow, its barbed tip catching on loose skin and leather, and throws it away, muttering a curse. Just in time for another arrow to enter the open wound. More than just annoyed, he pulls another vial out of his pouch, and with a quick spit and shake, hurls it with great force at the tower. Throwing a bomb at Taryn's position, I should be within 20ft. If not, I move closer. H19 should about do it.
Greehr smirks at the explosive effect of his bomb, and perhaps getting ahead of himself, walks in, batting at the burning bandits with his cane. Attack 1d20 + 5 ⇒ (14) + 5 = 19
Well, at least the projected actions had some use. A little confused with the map though. Is Nigel still alive but prone? Either way, I doubt he's in the position to do anything. Greehr moves to G16. Attack goes to Buck.
Initiative 1d20 + 6 ⇒ (8) + 6 = 14 Greehr cursed, a momentary lapse in attention losing his part of the surprise. Running after Cale and Strovan into the ongoing battle, he uncorks the stopper of his mutagen and drinks up. Giving up surprise for that. Strength mutagen drunk, moving to H10, or however close to Cale and Strovan as he can, given my starting position. (Possible)Future Actions:
Unless I post within any allotted time, Greehr will delay till after Cale's turn, and will closely support his assault, going 2-handed melee with his cane, or if needed, will pitch a bomb at sentry B2 if told to. Greehr will otherwise defer to Garyn or Silstaren's experience during the battle. Short Rant: Sorry about the intermittent posting, it's close approaching finals season, and my schedule's gone all to hell with requirements being piled up in the last minute. It'll reach its inevitable end in 2-3 days, when the last requirement is passed, after which I'll be back to normal posting rate. Until then, I'll post when I can, at the very least aiming for once a day.
It occurs to me that if we're going for the shock of the initial assault, bombs would certainly be shocking. And could be construed as a larger attacking force than 5. Just something I'd throw in. If it devolves into a general assault, Greehr will be in the front, testing out the strength mutagen. Haha.
Greehr walks back to the group, from watching the horses. "I don't use bows, never gotten the hang of it no matter how my tutors taught me. But these," He indicates his bombs, "I can throw well. Makes a hell of a noise though. Not to worry, I've prepared for going up close. I'll use these when there's no need for stealth."
Greehr will give the Alchemist's Fire away to whoever needs it more. He has enough bombs as it is.
Oh, right. No formula change, but I'll make a strength mutagen instead. Want to try both to decide between ranged alchemist and melee alchemist.
Silstaren wrote:
"It won't work." Greehr shook his head. "Everything I make is keyed off to my own magic signature. In anyone else's hands, the bombs will just fizzle out. Requires a bit of me to really explode. Picked up a couple of these though, you might want it." He said as he pulled out one of the small vials of Alchemist's Fire from his pack. "I can't make any more of these without the proper equipment." "I can start making potions over the night to disguise the more conspicuous of us," He continues, looking at Strovan. "It might be enough to keep suspicion off of us until we can get close enough to camp, however you make of it."
"Talkative little bugger isn't he?" Greehr remarked. "The stone is a thunderstone. Sure to alert everyone of an attack if we're seen. I'd suggest killing the guard before he could drop it, but being a corpse, there's a chance it'll still fall." Then, turning to the shivering thief, "When does this Kressle expect you to return? We might have more time in our hands to prepare."
Greehr wrinkles his nose in distaste. "They'll smell that stink in no time." He mutters, once Cale is out of earshot. "I don't like it, but if you all insist it, then I suppose we should. But if we're going to sneak in, I can brew a few potions to disguise your features for a short while. If I have the time, materials and money to do so." He says, looking at his other comrades. Expensive idea, 25gp and 2 hours a pop. Unless we're planning to go right now.
Death-Lok wrote: "That's a stupid idea, dwarf. We all operate under the Stag guy's banner, there are no renegade bandits!" Calvin looks with anger at Strovan. "Interesting." Greehr noted, heedless of the young Surtova's outburst. "These bandits are far more organized than I assumed, led by this..Stag Man. And now we've killed one of his lieutenants. News would get around, of course, that they disappeared after heading here.." He trails off, deep in thought. "But we've been working on assumptions this entire time, haven't we?" Greehr continued. "The lieutenant is dead, and the only living bandit knows nothing, and we need more more than dead or nothing."
Death-Lok wrote: "...couldn't you guys take 'im wit ya? "Talkative as he may be, someone with passing knowledge of the area could be of use." Greehr intoned. "But as for your plans, If we do attack blindly, I'll have to remind you that we will have the same disadvantage as these had." He gestured toward the corpse Garyn is dragging along. "It might even be better to wait and see how they react to this."
Greehr took stock of the situation. Unwilling to hurt one of their own horses, Greehr picks up the nearest handy object, in this case his cane, and hurls it with great accuracy at the fleeing bandit. Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Hey Deathlok, with the adventurer's armory out, I'm wondering if you'll permit my manufacture of the alchemical items there if and when I start crafting. The Archives of Nethys has a good database of items already released. Oh, and I have an eye on the Portable Alchemy Lab. *cough cough*
Perception 1d20 - 1 ⇒ (3) - 1 = 2 Seriously, why do I even try?
Once the signal is given (do we get a surprise round?): "Bottoms up." Greehr mutters. He pulls a small vial from his belt and drinks up. Dexterity Mutagen taken, temporary changes reflected in char sheet. Let's wrap this up quick.
Strovan wrote:
"An explosion, that I can do. But with what materials I have, it's bound to be small. Not enough to cause a growing flame. If we have some fuel, say a barrel of oil or even a bottle of wine, I might be able to cover the entrance." Greehr blinked, lost in his train of thought. "But if you only want to panic the horses, I suppose I can do that." I have this sudden idea of making Greehr make a molotov.
"If it's tanglefoot bags you're talking about, I'm quite capable of making them. But not without the right equipment and ample time. Right now, I doubt I have either." I looked through craft skills. Apparently, they're incredibly complicated, and tanglefoot bags take too long to make D:. Oh, and you can use them untrained. So yeah.
Greehr blinked, mouth left agape for the briefest moment. "I see." He manages, his mind racing. This place was more backwater than he imagined. He'll have to work with what little he has at the moment. Out of curiosity, what would the relevant Craft skill be? I might want to take a bit of that next level.
"Yes, I'll try to be more precise." Greehr replied. "I've only studied the theory behind military fortifications. I can try what you ask, but it's certainly out of my area of expertise. You may want to keep the crossbow. I said I wasn't a proficient fighter, but I can fight nonetheless." "With that in mind," Greehr turns to Oleg and Lana. "Do you have an alchemy laboratory here? I don't recall that question being answered before."
Death-Lok wrote:
Greehr looks up from his stew. A mixture of "Actually, I've studied plans for military fortifications before. A fascinating subject, really. It helps pass the time. I can't fix the catapults myself, but I might be able to tell you how to fix them."And maybe flex my Know: Engg a bit in the process. Haha. Listening to the young noble's plan, Greehr had to be impressed. "An interesting plan, but I'd point out that I am not a proficient fighter, and I doubt Strovan is as well. It might be better to split us between you and Garyn." He reaches over and moves a few coins to emphasize his point. "It might be better to trap them all inside, or at least keep them from escaping. There's no need for other bandits to know so soon of the trap."
Greehr takes a tentative taste of the stew and grimaces. While everyone was busy talking, he manages to secret the smallest pinch of saltpeter into his bowl. He tries another taste. Better. Marginally. Perhaps a dash of pepper.. You wouldn't have an alchemy lab here, would you?" He asks suddenly, seemingly oblivious to the serious discussion on politics around him.
Silstaren wrote:
"A little of this, a little of that." Greehr replies. "Not enough talent to be admitted into the colleges arcane, so I made do with what I had. This is the result. Greehr motioned to a few of his vials.
Greehr gave the cart a brief look through, before settling awkwardly on the back of the cart, watching the city recede before his eyes. "The name's Greehr of House Lebeda. I have none of my family's skill with the blade, never taken to it really. But I have the command of several major mercantile languages, and the knowledge of the inner workings of the arcane. And a few tricks with alchemy as well." He added as an afterthought. Days later, Greehr has taken to sitting on the cart, in deep thought. Perception: 1d20 - 1 ⇒ (3) - 1 = 2 With his eyes closed, apparently.
Got this, but didn't make it before the end of prologue. Ah well, I'll add it anyway! "Well, I have to say that you should have expected this." Greehr commented offhandedly. "I did tell you I had a potion simmering." "I heard you the first time." "Several times in fact." Greehr continued. "But you insisted we stop for a few errands." "Well," His cousin ground out between gritted teeth. "You should have said you were simmering alchemist's fire." Greehr blinked. "You didn't ask." "Well stop standing there and grab a bucket!" "In a bit." Greehr waved him off. "I'm looking through the salvagable materials I have left. The explosion destroyed my potion stocks." "And a good part of the house." His cousin mumbled out. "My Father will kill us when he finds out." "And that. Well, since I will be leaving before Uncle arrives, there's no need to worry about me. Now if you'll excuse me, there's still so much to do, and even less time to do it." ~*~ By the next afternoon, Greehr was annoyed. There was little time to craft more than a few trinkets, and he had little in the way of alchemical supplies. It was cold, very cold in fact, and he was already counting down the minutes of the long winded speech. By the time it was over, he was more than happy to climb into the wagon, no matter how undignified it looked.
Death-Lok wrote: Would anyone object to fast-forwarding the game to 2 days later, as the party leaves Restov? If you have things to do in town, let me know. I'm fine with that. I sort of wrote myself away because it was a busy few days, and I'm not really sure how to get back. Haha. Maybe another background pose while I'm at it.
Cale nil Surtova wrote: "Planning?" There's a heartbeat of thought. "Immediately, of course. Less time for Houses other than Lebeda to infiltrate our mission. " "I have no care for my Uncle's political machinations, if that is what you are implying." Greehr sneered. hehe. "Though I'm sure some form of agreement will be reached between our Houses." "Until tomorrow then." Greehr nods to the would-be delegation. "I have so much still to prepare."
"It's only a third cousin. I don't see why my presence is needed here." Greehr mutters in perfect Hallit, earning him a sharp jab on the side. "Behave a little, cousin." The man smiled at him severely. "Father told me to keep you out of trouble." "Yes, yes," Greehr brushed him off. "We'll have to thank him when he gets back from his 'important political matters' as well. Maybe the King is with him?" Another jab. Sharper. "Watch your mouth cousin. I am not the only one here who understands Hallit." "Quite." Greehr smirked, shifting to Common. "Now, do tell me why my presence is required here. I have a potion simmering back in the mansion I wish to attend to." "You're a smart man Greehr." Said his cousin, stiffening ever so slightly at the idea of another of Greehr's experiments. "An expedition in the dangerous Stolen Lands, hunting theives and vagabonds, House Lebeda in need of a representative.." "The traditional way of disposing a nuisance." Continued Greehr, catching on quick. He frowns. "And I don't suppose my esteemed cousin had anything to say in my defense?" "I happened to like that summer house." His cousin sniffed. "And before you ask again, I've tried talking him out of it. Father is dead set on having you join this expedition. Quite a lot of them are, apparently." "Do I have any say on this?" "No." ~*~ Greehr steps up to the platform, before any of the other Houses could offer up a representative. Though this was more due to his cousin pushing him along. When Greehr looks back, his cousin had already melted back into the crowd. Sighing, he makes his way towards Cale. "House Lebeda offers its condolences to the Crown and House Surtova." Greehr begins, the hastily practiced words thick and foreign in his tongue. "I have little skill with the blade and bow, but I offer my prowess in alchemy, and such and so on."
Death-Lok wrote:
Yeah..it was a work in progress at the time, and I was sleeepy. It's largely fixed now, but Linguistics isn't a class skill for Alchemists, and the Noble Born: House Lebeda trait grants a bonus language. I'm still in three minds about my feat. There's not that many feats for Alchemists to choose from anyway. There's a very buried post somewhere that the Alchemist iconic uses the Bard starting gold, so I went for that. Too sleepy to dig it up.
Death-Lok wrote: Yes, I know that potion belt well, many a character of mine has used it. That is fine. What is the cost? Well, the book says 1gp for a potion belt, 60gp for a masterwork one (holds 10). I'll add the normal one in a bit. Yays! Hmm, and given the prevalence of martial prowess in our party, and the lack of a primary arcane, I think Greehr will be taking the infusion discovery first.
Death-lok, the forgotten realms campaign setting has a potion belt, which holds six potions and lets me draw a potion as a free action once per round. I'm wondering if you can allow that, since apparently extracts are treated as potions. Saves the trouble of having to draw one from the pack every time I need to use one. If not, well I'm sure Greehr can get into the habit of having a potion in hand at all times.
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