Wizard

Halrian Wrung's page

45 posts. Alias of keith goudreau.


RSS


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
Approaches drunk pirates.
"Hello my merry lads! Good morning or should I say end to a great evening! Pardon the intrusion but I am here to fetch her for my captain before we drop sail. Good sails to you and have the wind ever be at your back."

Hal will start up a pirate drinking song and walk away with the prostitute.

"Oh what do you do with a drunken sailor!...."

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Do it!

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

I say drown the pirate captain in the temple of umberlee in place of the boy. This way the evil goddess gets her sacrifice, a little respect, and we will not be targeted as badly.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

standing Perception roll: 1d20 + 3 ⇒ (19) + 3 = 22

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

excellent! Remember I never showed my face to those in the evil church. Also remember I have retreated to the docks to identify any others trying to make a play for their ship. Assuming it is the buttcrack of dawn and not too many people out I should be able to spot the captain as he enters the docks. Hal will just do a nondescript action and keep an eye out, like looking like a drunk that found a place to sleep it off.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

That is what I am saying. We usually drown 'em by the dozen. The world would be a much quieter place with more drowned kids.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Kinda why I was turning a blind eye and letting it happen. Hal is now going to be extra superstitious.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Is the cleric that is casting within the silence spell's radius?

If Hal notices all the pirates running to escape, he will run back to the docks ahead of them. His intent is not to engage them but to note what ship they board looking like a bystander. He feels like he is not abandoning his crew because they are mopping the floor with evil clerics and pirates.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Spellcraft : 1d20 + 5 ⇒ (13) + 5 = 18
Still here. Waiting.

Hal waits in the street, half peeping through the door, half trying to look casual and watch the street. He is quite figidity and struggles to keep the "nothing to see here" look up.

If anything is on the street of importance please let me know. Like guards for example.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

I can make you the +1 belt no problem, I believe it will only take one day to craft. I would recommend keeping the boots and just paying me for the new item.

Currently I have 1,000 gp in creation materials set aside. Hal, Being the businessman he is, will create you the belt and let you have it while you pay him back. He will charge you 700 gp the same deal you just offered.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Sure.
Pick up the materials before we leave.
Not sure what those items do, can you provide a link please.
Remember you can add multiple abilities to items for +50%. So if you wanted to add +2 Dex to them it would be +6,000 gp (normally 4,000 gp item).
This math does not account for discounts if you are the crafter.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

It would be all enemies.
If you cast it in an area where the enemies already occupy they would not be effected, the ability notes something like as each creature enters the area you become aware. If the creature left and reentered it could be effected.
That is my 2 cents

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

According to his blessed coin he tosses in the air and catches he will stay and support the party.

Hal will shut the door to a Crack and peep in through it. If needed Hal will run in and heal or cast support magic in a reactionary way. He has remove paralysis and command if needed. Other than that he is anxious this fight is even happening. He has no armor and a dagger at the moment.
heads or tails: 1d2 ⇒ 1
Take him out of init, if he can undo any status spells he will, or if he needs to channel positive energy to heal the group he will from the doorway.

-Posted with Wayfinder


1 person marked this as a favorite.
HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Sorry long ride back from snowmobiling.

Just for justification, Hal is afraid and superstitious of the ocean thus treats it with care and approaches superstitions and evil goddesses of the ocean with extreme... tact. He did spend his predawn hours carefully blessing the ship and blessing coins to offer as a tithe to the evil sea goddess. Also did not think the captain was on the outing.

Hal is really torn on the actions taken. He is afraid to anger the b%#$@ goddess, and lose loyalties with his party.

init: 1d20 ⇒ 10

Hey capt I am going to cast silence on you so you can stop any spell casting from the cleric and make you extra stealthy. If you do not want me to Does anyone want it on them?

Action= cast silence on a party member
Free Action= Pray Manically to Waukeen for the sins of my crew


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

I was planning to do this at dawn... Either way.
Hal will open the door have a pause, nod at the evil cleric doing their business. Hal will then quietly shut the door and gesture for the crew to sit down with him on a bench, street curb, whatever..
"The clerics are holding a private ceremony we will wait here and wait our turn. I do not know what everyone's individual ideals are, I do not care, you will bite your tongue and be friendly to the clerics. If this causes a moral issue please feel free to give your resignation to either myself or the captain before we set sail today. We will wait until someone sends for us or those in attendance depart."

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Capt. How much money did you allow? I request 50 - 100 gp.

Hal will wake pre dawn, do some prayers, get out and start blessing the boat, anoint the figure head with blessed oils, throw a blessed coin into the ocean from the ship, and say many prayers that the ship does not sink and he does not drown; this is common for Hal before the ship leaves port. He will dress in a simple tunic which allows him to semi blend into the true sailors around the harbor. He will ask the crew that accompanied him last night to the temple if they would like to join him once more. He will take time and bless each coin that the captain gives as an offering.

Hal will take his pouch of gold as an offering and seek out the Cleric of Umberlee at their temple. He will try to find the cleric he had dealings with the night previous if possible. Hal will present his offering of Blessed coins of Waukeen, to bring good fortune. He will inquire on any legends, lore, or news that could be discovered.

Hal is always looking for new acquaintances or possible business partners for the future, so he will approach any clerics of umberlee as possible future business partners and toss out reverent respect. He will also inquire any items that the church of Umberlee finds sacred or valuable; so in the event any items are stumbled on he will know to procure them.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

If the captain allows it. I would like to bring a pouch of gold for information and a blessing of safe sailing.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

"I will not judge. If that sad sack of bones was a pirate, sailor, or royal navy; all seem to pay homage to the b$%&& goddess. With good reason. All those leagues off the coast, you are sorely in her hands. I plan to tip a coin tomorrow before we launch looking for favor, less she may have a leviathan swallow the ship whole and keep us prisoner for a decade. On the subject of death. I have a written will in my belongings, please see that it is followed through with in the event of my untimely demise, there are detailed instructions. I would do my best to return the favor if the most unfortunate happens to either of you." Hal has two copies of his will wax sealed with his emblem. One is in his room, the other the captain was asked to hold and keep safe.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

I will keep the captain up to date on the findings. I will also request an opportunity to talk with the clerics for more information before we set sail in the morning. I will also request from the captain a purse of gold to pay for any information from the church and an offering to the Sea B%&+! I belive that is an acceptable religious term for her non-disgraceful and the rest of the purse could be an offering for safe travel.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Will drop off the bones with a brief explanation of what happened.
Tell them that I may be around before we set sail at dawn to see if anyone could provide me with answers. I would also tell them a donation to their church would befit any information they could wrangle up.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Is there a temple to the sea/ocean/or whatever? If so I assume it is by the docks. Can we make dropping off this guy's remains quick. And ask the sea priest if he knows anything about the last words of the old man. I will also fill everyone back in about what happened, what was said, and that this old man said he was not old a ten day ago.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Congrats!

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

So concentration.
Rolled 18 + 1 int modifier + 3 for level = 22
or
Rolled 18 + 1 int modifier = 19

Not sure how you want it.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

wis: 1d20 + 6 ⇒ (12) + 6 = 18
concentration : 1d20 + 3 ⇒ (18) + 3 = 21

Concentration is d20 + level?

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Spellcraft : 1d20 + 5 ⇒ (1) + 5 = 6
LOL

Shock. Paused and held unmoving.

"What did you do to him Xanos!?"

Hal will gather up the bits of the skeleton, neatly and reverently he wraps them up in the rags that cling to it. Hal will bring this bones to a temple to be blessed then buried.

"If he hasn't woken up, carry him and follow me."

Hal will lead the way to the temple.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

@ Xanos
"Waterdeep more or less."

Hal is usually more talkative and it is odd that he did not provide many details. Rumors around the crew say he got a pretty harsh hazing when they found out he came from a very privileged family. They made fun of his soft un-calloused hands and white teeth that had no sign of scurvy. What the crew will tell you is Hal can talk the balls off a pool table, and is a great negotiator. The crew also says having Hal on board helps deal with any harbor masters or patrolling navy, being a man of the cloth and all he brings some noteability to the ship and less questions. The crew also will tell you Hal is firm but fair, and will be more than ready to punish any thieves on board.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Hmm... 100 strong.
Excellent....
Are we expected to pay or budget rations, repairs, and what not?

For item creation. I have scribe scroll and craft wondrous item.

Domain allows floating disk at lv 1.

Floating disk + craft wondrous item = Hovercrafts.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Thanks for the breakdown of the jobs.
Quatermaster is awesome!

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Hal gladly accepts the man's hand in shake greeting it with a firm welcoming grip.

Mage. Most fortuitous! This is our captain Ventra, and I am Halrian Wrung Cleric of Waukeen and the ship's Quartermaster. After you meet with the Captain I can show you our fine vessel and introduce you to the crew. Welcome.

Releasing the handshake, and readdressing the captain.

I am interested to continue this conversation later tonight after I run some ashore errands and get our new mage settled in. I will return after dinner should you find that an appropriate time.

Hal will take his leave, giving both Eckhart and Nadab a friendly smile on the way out of the captain's quarter. He is off to see if he can manage to do research on the island chain they are to explore.

Even if there is no means for him to acquire the info he will still be going around and looking. There may be a temple to an Ocean Deity, a private library, or crazy old sailor that knows a tall tale.

Does anyone from the group want to join me?

@ DM, you mentioned a breakdown of what our jobs would be and what we are responsible for (I am the ship's Quartermaster). Not exactly too sure what that is or what your expectations of it are. Could you send me a quick blurb please?


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

A look of question shrouds Hal's face. His wrinkled brow and head tilt make it obvious he is reading the captain and choosing his words carefully and wisely. In a calm and inviting voice.
"Captain, please do not mistake my order for one that will grant salvation or challenge one to strive for righteousness. If it is a confession you wish to make I have friends in other temples I could direct you to."
"I am to be trusted as a person and one you can confide in. However, I will warn you now of two things that may cause you to loose your trust in me."
"First, I am to practice fair trade in all aspects of the dealings. I will not participate in any dealings which would cause me to challenge or sin against my beliefs. This is to include having knowledge of a particular deal that will make the outcome land in the favor of another."
"Second, do not put me in a situation that causes me to put my beliefs second or creates a negative image for my order. It is with the trust of people my order can be seen as fair traders and merchants. Tarnishing that is deplorable and I could not partake in any actions of mistrust."
Pause.
"If you were to tell me that we had no intent to trade with this pirate but to hunt him down and kill him."
Pause.
"Choose how we proceed carefully. It is one thing to hunt down a pirate and make him pay for his crimes. But I see it as a sin to lure him in under a ruse of trade to stab him in the back. If this is the case the ruse must end here if you wish to keep me as your crew."
"I will not apologize for my terms. Understand that I am to be trusted and confided in for all other maters."

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

What type of port are we in? City? Town? Is there a merchant guild? Library? Large general store? We will be going to death island and I would like to research some things in a text book sort of way. Dangers, rumors, creatures, lost tribes, etc. Also what type of materials are on the island that would be worth obtaining to sell back in port.

Also will approach the captain in his Quaters later. Hal is very calm and teacher like when he speaks, he has an inviting tone to his words.

"You were wrong about letting it be know we are looking for this pirate, even if it is for trade. This is coming from a practicioner of Waukeen that believes in fair trade. We are allowing him to be better prepared to set his own terms, which will make this trade more difficult to obtain. If he gets word of us before we find him the price will surely be higher than normal, supply and demand. This is what I do Captain, I am a merchant by trade. I also feel we should expect a double cross during the trade, we should think of a way to let the exchange of goods be on neutral grounds."

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

"Yes captain. Let us set sail at once."

Hal gives the captain a look like he has much more he wants to say.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

"It is not what we gained, it is what we lost. He will know someone is looking for him now, we lost the opportunity of surprise. Before we leave here we may want to hire someone that has knowledge of those islands you speak of. May I also suggest that plans like this have more tack and discussion before being executed."

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Hal treats the bald man's request like a proper job interview. To the bald man. "You my friend have been fishing for the wrong fish. When this crew leaves port we only go out for the big fish." "You boast a line of dead men, have that be your resume. Is there any notable marks in that line?" "Besides gutting a man what else could you bring to our organization? " "Our current bounty is not to deal the captain death but to locate him for trade. This may require us to be civil. I am not asking you to tuck your shirt in and be on a short leash; but I am saying our negotiator" point to the halfling "cannot enter a negotiation if he is drenched in your back washed grog, smile at the guy as I am making a joke so employment will require you to keep a firm grip on your mug"

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

sense motive: 1d20 + 9 ⇒ (4) + 9 = 13

I will walk to the bar with the halfling.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Sorry to you Eckhart. Please take this to clean yourself.

Hal will cast Enhanced Diplomacy on himself. It can be held for 1 min and will grant +2 to a Diplomacy check.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

The man is good looking and dressed in nice clothes. His appearance is generally clean and neat. He wears his hair and beard short and we'll groomed. He looks like a politician sitting with proper posture.

Left at the table, awkward, it is clear as day that this man is far out of place in this seedy wharf tavern. He had been pleasant to the group that he was seated with, this group on this task. He swirls around the ale in his tankard and does his best to hide the disgust when he discovers the chunky bits inside. He was about to stand to join the others at the bar when the captain began yelling the name of the person he was trying to hunt down.

He tries to say something quick to the last person to leave him with the halfling hoping the man heard it.

@ Xanos, My name is Hal. I am going to try and watch the crowd, please keep an eye on me as I watch the crowd watch you.

@ the halfling
Eckhart, first off nice to be meeting you.

Hal will be keeping an eye on the crowd trying to watch for hostility or anything interesting from the onlookers.

sense motive: 1d20 + 9 ⇒ (19) + 9 = 28


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Feel better

What is your job in the circus!?


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Checking in

Question with purchasing gear.

I am putting 1,000 gp aside for scroll and item creation, do you want the money itemized or can it be a lump sum to pull from?


This is DM Sockmonkey

Ahoy!

Look forward to being part of this game!


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Also here.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Still here
Also had a very busy week; appreciated the unfortunate pause to start.

-Posted with Wayfinder


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

When will the game start?


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Checking in.


HP 28, AC 14, Fort 5, Ref. 1, Will 6; Perception 3, Diplomacy 8, Knowledge Religion 5, Knowledge Nobility 5, Sense Motive 9, Spellcraft 5 Human

Checking in. Thanks for hosting a Lovecraft game! Excited to be a part of it. I do not know this system, but have plenty of 3.5/pathfinder experience.

I plan to set up the character sheet tomorrow. But I need to know if you were going to let me use the re-rolled 4.

Str 13 Dex 11 Con 18 Int 11 Wis 17 Cha 4

Str 13 Dex 17 Con 18 Int 11 Wis 17 Cha 11