Ezren

Harold Donaldson's page

510 posts. Alias of Harakani.


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HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Screw it Mel, that post sold me.
I'll have Hal going "WTF?" but doing it anyway.

Edit: That post could probably have sold me on anything by the way, it's glorious.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Sorry, also being tardy. Work was crazy, and I have been wrestling with a dilemma.

Honestly I'm not sure Hal should be there. An insane paranoid known criminal hunted by assassins probably shouldn't turn up at Court. I'm also a tiny bit worried Possession might be an illegal spell, and the Duke knows he used it. It might make more sense for him to go with Turion and prepare a rescue should it become necessary.

I don't want to mess with the scene though. The best reason I can see for him to go is he can use Cunning Caster to cast Teleport without getting caught - assuming there is no teleport trap, which there almost certainly will be. That being the case the best bet is to give pretty much everything to Turion and concentrate on doing that.
I sort of like this idea because it shows Hal has actually sorta reformed... but it does seem very out of character.

The two hours are just enough time for Hal to Nap Stack, but not enough to study. It does mean he gets his 2/day powers back.

If ALL magic is being taken it is problematic as that includes a lot of his clothes, and they also project illusions that true sight sees through, so he'll have to wear something normalish. 2 items (thanks for the greater magic aura casts!) means he can do the Luckstone & headband.

For the record Hal might have a few hours of his own greater magic aura left but it is not helpful and he would not admit it, and has a secret pathfinder pouch he can keep his spellbooks & illegal alchemy in. If he knows there is a small item Mel or Kaz wants he could try to secrete it away for them... but his plan is basically bolt if anything goes wrong.

On the plus side his Planar Fork should have attuned by now.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

My plan is to immediately burn for Nap Stack and get spell slots cleared - won't actually give time to study, but hopefully the King will keep us waiting longer than this.
Hal's clothes morph, so he can basically change as necessary.
@Brookside GM is this ok?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Haroldson pales "Two hours? I was crawling through a sewer two hours ago and now in two more I have a royal audience!?!" Visibly he takes hold of himself "My apologies my lord, I suppose speed is of the essence."


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"Hopin' I got it this time... Court." he pronounces, finger pointed to the first word.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

I took the last two, so I think I should back off for a bit - though that means the next one may be something else?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Erk - closer than I like! Except I'm pretty sure Steal wasn't a real guess?
Nice analysis, sorry for missing Fable, I really thought that was it.

@Brookside GM: how are double letters handled?

1st word is better 'cos we know there are three letters, and what they are.

Quote:
C _ u _ _ with an "r" somewhere but not 3rd or 5th. There is no "u" 2nd. "o" somewhere but not 3rd. "t" somewhere but not 2nd. hnksaelyidmpfb

so three letters, three places

ORT - COURT - valid
OTR - COUTR - r!=5, t!=2
ROT - CRIOT - valid
RTO - CRUTO - t!=2
TOR - CTUOR - r!=5
TRO - CTURO - valid

out of COURT, CRIOT, and CTURO I'm pretty confident about COURT. maybe do that next and lock it down - going to have to do it sometime, and lets us know for sure how many more guesses we have?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal nods slowly "Good point Boss"


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"I'm pretty sure that first one is COURT now, and the second one looks like SPARE. COURT SPARE CHILD something?" Hal thinks for a moment "There's only 8 letters we haven't tried for that last one, b, f, g, j, q, v, w, x, andz. V, w, x and z are pretty rare. Q needs a U. That means B, f, g and j are likely. My money's on FABLE, or maybe GABLE, but FABLE seems more likely. We've got 3 guesses before we have to start getting these right. I'm gonna try FABLE. Here we go..."
Hal. will guess FABLE


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"Hmmm. Need some more letters." Hal mused, pointed at the second and pronounced "Stomp".


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"Maybe... Court Something Child Fable? Could be a passphrase?"
so close!


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"I wonder if the first one is Court?" Hal asks, considering. If you're right about the second one bein' Steal, then the 't' will show up. That third one's gotta have a vowel, right? like an 'i' or 'o'? And that second 'c' can't come third, so has to be at the end? So c-h-i or o-something-c. Y'know, I reckon it could two vowels. Maybe choic, chooc, chiic, chioc.... yeah none of them are words. Alright, if we're talking about good letters maybe a y, an l, a t, an o and an i? Toil...y? Like a verb? Nah, probably has to be a real word... Maybe doily?"

will wait on curly?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Is this like mastermind? Like if we ask "how many As" we get told something like 1, 2, 0, 1?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Disable Device: 1d20 + 19 ⇒ (20) + 19 = 39 if Trapspringer's gloves help there's an additional +5, and a +1 luck to his save if it is suddenly relevant!
"I reckon. Sounds like the 'trap' part is holding a persistent curse effect. Gimme some time, some lead powder, a... a reflective surface, and I should be able to deliver."
"As for stealin', why we know he's got cloaked stuff on 'im, and it'd be irresponsible to deliver him still carryin' who knows what on 'im. I mean, I could've missed some sort of suicide pendant! Reckon we could make a case for strippin' im and puttin' 'im in a different outfit? Obviously we'd be prepared to hand over the gear separately, once all this is dealt with." he considers "In fact, aren't we supposedly workin' for some other bloke? We could say we handed it over to them?"


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"Hmm. Have ta say, sounds... familiar." Hal starts pulling out books from his bag and cross referencing between them. He flips between notes, jotting down a few notes and rubbing his forehead - apparently oblivious to the black mark he leaves there.
"Right." he announces "Sorry it took so long, but I think I got it. We line all the items up on the table over there. I put a glass bottle of water over here. The water acts as a prism which should seperate the image of the items slightly from their aural emanation. After that I should be able to jury-rig somethin' to work on identifyin' the items while avoiding the illusion. If anyone's got anythin' ta help me concentration, now'd be the time."
mechanics: Casting Identify with extra steps. Spellcraft is +24 with an additional +10 from Identify. Will save is +11, and he has Read Spell Traces that should give him an extra +2 to see through the illusion. I think there are three rolls: a Will save to see the through the Magic Aura, a Spellcraft to identify items, and a will save for the book. Looks like Identify has changed and now works on multiple items, so I think could identify more than one thing in which case might need a number of rolls for the other items, but happy for Brookside GM to roll those or just tell me how many to make. I'll roll now, I don't think anyone has anything to bump Hal's will saves, if you do just yell out I guess.
will + read: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
spellcraft: 1d20 + 24 + 10 ⇒ (6) + 24 + 10 = 40
will: 1d20 + 11 ⇒ (2) + 11 = 13
That's a very Hal set of rolls


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Sorry, I was updating my sheet and realised I'd messed up what spells I'd cast. I'm going back through to see if I have the slots to do Identify.
That's taking a while, but I guess I know he'll have some slots to use, even if it is the new ones. Okay if I go with identify and work it out post-posting?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

That's true, but Hal has the wisdom of someone with some serious mental issues. Also, Identify only does the book - though if we waited till tomorrow Hal could spam it pretty hard.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

In which case I think if he burns both 6th level slots to cast Analyze Dweomer it should be the nuclear option, right?
Arcane Sight, greater arcane sight, and identify all talk about working as if they were detect magic. Magic Aura says "You alter an item's aura so that it registers to detect spells (and spells with similar capabilities..."
Analyze dweomer does not. Does that mean Analyze Dweomer has a better chance to see through?

Follow up, if I get him True Sight for a round he can see through illusions. Does that mean spells that are illusion that cover up magic auras would also be stopped?

If he can see through the magic does that mean he can use Disable Trap to overcome the trap on the book? Or will he need to potentially have remove curse as well?

It's expensive, but this is sort of important. He also gets to do 13 items, so he can scan every damn thing. Identify does 1 at a time.

Hal has a pretty decent Spellcraft and Knowledge Arcana if you want a skill roll, by the way.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Identify works to counter magic aura if you make the save, right? Hal can spell study to get that.
Have we levelled already? Trying to work out if he has sixth level slots.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"More f'r him than the cat I reckon. Typical middle class fantasy. Fishin' on a tropical island 'n' writin' a "novel" - poor bastard 'as no idea what the life of a fisherman's like." He considers "Novel sounded interestin' though."

"I'm pretty much out of tricks, but I guess gettin' 'is grace there fast is better. I've got a way to hide auras, he might be usin' that. Hmm... Can't just dispel stuff... me specs might do it but I overloaded 'em to see through the wall."

"Any idea what the trap is? Curse, poison, sets fire ta the book?"


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

As if on command Hal stirs, wakes, and immediately grabs at his back and groans. "Gonna have'ta check up on 'im later." he comments "Man might love fishin' now but I reckon the shine is gonna wear off fast once he..." he trails off as he takes in the room. "News? What've we got?"
He immediately sticks out his tongue a little, coughs, and starts looking for a drink.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Tell me when Hal should 'wake up' :)


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal, still clad in the body of Rogers, nods as he takes the pouch, and continues in his not-Hal voice. "I'll take Mr Rogers home, then teleport him to a destination of his choice. Once I abandon his body I should return to mine, and there is no need for Mr Rogers to know where we go, or who we are. I have some small funds, and as I made the offer I am happy to pay back the sum."

As he turns to go he hesitates "I may be a few hours - please do be careful with my body, I expect some pain when I come to, but it would be good to minimise it. If you could ensure I change position every hour or so I would be obliged."


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Make it Unconcious Agenda and Shadow Walk. Use the human favoured class bonus to pick up a bonus spell; Glimpse of Truth.
climbing +3 stealth +1 sense motive +1 Perception +1 Linguistics +1 Bluff +1 Spellcraft +1 Disable Device +1


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura
Melia Elman wrote:


Also, what if you cast it on yourself? You could use it to deal with your own hangups. Like maybe you're procrastinating on an unpleasant task, so you set up an Unconscious Agenda with "the next time you would leave the bathroom" and "Clean the bathroom".

Or maybe you're a wizard with a fractured mind who knows on some level that you're not well, so you set Unconscious Agenda on yourself to force yourself to deal with your trauma. The fact that you would forget about casting the spell as part of casting the spell is an interesting twist.

Oh wow! That is so... I don't even know. It's like... hacking trauma therapy?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Alright, this was a level I had a plan for but wasn't sure we'd make!

I'm considering as few things with spells, so putting those first. Would love any comments or suggestions

Very keen on True Seeing - the idea of a character who can see through all magic and illusions marries interestingly with a character who suffers from hallucinations. Not sure as to the utility - True seeing is one of those spells that is either game-breaking or useless depending on circumstance. he can also do Spell Study for it if needed, and has a 1 off potion that has the minor side effect of potential permanent blindness.

Unconcious Agenda I was avoiding enchantment so as not to clash with Turion, but if he has stopped posting then some mind control might be good. Mass Suggestion is awesome, but Unconscious Agenda is terrifying and is not something Turion has done.

Treacherous Teleport fits the fact Hal has been hacking teleport wards, and is a ruse spell. Not much more useful than a normal teleport - though the ability to teleport a mixed group to two different places is potentially useful in the right circumstance.

Shadow Walk I've never actually used shadow walk. I think it is useful as a non-teleport escape (in dim areas) and I think you can hang out there if you want a place to sleep - I won't say a safe space though! Can you use it from inside a building? I think you can, but am not sure. Ideally I'd like version of this that used the First World, but Shadow works - as long as it is not mirror!

Antimagic Field Way out of left field. Arguably Hal's best move in a fight with another caster is stopping that caster from zapping his friends. Antimagic Field is like persistent Dispel... at the cost of Hal losing pretty much all of his abilities.

I've been trying to give Hal a hang up about killing people, so if he should take a spell to fight with it should probably be more debuff than burn.

---

Wizard (Spell Sage) 11
HP +4
Saves: None
BAB: None
Skills + 10 skills (2 from class, 6 from int, 2 from headband which must go to perception and linguistics) - still thinking about exactly which skills, tempted to patch some of his holes (like climbing!). Definitely Perception, Linguistics, Bluff, Spellcraft, Disable Device though.
Feat: Arcane Discovery (True Name) - need to talk to Brookside GM about this one - I will PM.
+1 language known
+1/day spell study (to 3/day)
+2 6th level spells/day
+2 6th level spells known
+1 favoured class bonus


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Uh.... Hal has no skill, and I think Geoff has no tricks so that +1 from prayer is more important than you think...
prayer: 1d20 + 1 ⇒ (12) + 1 = 13
'You really need to work out more Geoff.' Hal preaches hypocritically.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal does not have feather fall but does have a beneficial winds lesser charm, though I would prefer not to use it.
Potentially Geoff could carry himself if Hal stops possessing, but then we are very much trusting he does not have a change of heart.
Otherwise lowering via rope seems the way to go.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"Can't leave him here. Best he can hope is to get fired without recommendation. I told him I'd get him refuge if he told me what I needed to know, and he's taking me up on it. I'll drop him in another country, settle him in, make my way back."
Hal sighs "Only thing he asked to take was his cat, so we go through the wards, split up, I'll walk him home, then give him a few choices as to where to go. Once he's settled I'll get out of his head. Means we're carrying two bodies out past the wards though."


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"Hold." Hal says. "Change of plans. We're taking him."

'Is there anything - or anyone - you need to take with you? Absolutely need, mind. You can buy new clothes, but some things can't be replaced.'


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

I'm on board for the plan.

Hal is mostly a bunch of weird tricks that can be really useful, and combat is where is weakest anyway. This sort of thing is exactly what I wanted him to be doing - just hope you three don't mind me being pretty useless during the actual fighting.

Before we go Hal will take a hair clipping from Rogers, and try to make sure they have not left behind any evidence. I'll try to get a post in to that effect once he's back in his body, but don't wait.


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HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

When Hal speaks out loud it is obvious his accent has been changed."I've got some silk rope. We can use that if we need to. Bag over his head too. Let me check Rogers for what he wants."

'Alright, mate...' Hal says silently, carefully enunciating the words mentally. 'We couldn't have done this without you. Deal's a deal. You want us to tie you up, gag you and never tell anyone that fact - or do you want a ticket to a job somewhere else? Choice is yours far as I'm concerned. That said, you try to finger us later and we'll be back. I've taken a shine to you Geoff, and I very, very much don't want to have to come look you up later.'


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Would it have been possible for Hal to have locked the door as part of the round where he slipped through and shut it?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

sorry!
Okay, so if the ally can be present or within 60ft (and Hal would prefer both it and his body were close if we were waiting up here for an indefinite time) then it'll attack. It has a 0ft reach so may provoke, but I assume if he did not provoke for Mel he won't provoke here either.

'If you can take him down I will give you an entire bloody cake!' Hal promises telepathically to his tiny dream dragon ally, and with a mentally shouted warcry of a frosted 3-tier mudcake the 'Hallus' darts forward.
attack: 1d20 + 6 ⇒ (7) + 6 = 13
At the same time Hal lurches forward to try to grab the potion
attack: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14 this is just Hal's BAB, with a -4 for unarmed disarm. I don't know if Geoff has a strength bonus or penalty.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

lock is a good question!
I think the DA is with Hal's body, along with his alchemical subdual devices. It was supposed to be close though, my guess is the other side of the secret door.
+19 stealth is pretty good, and it was the thrush translator.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Okay, so I was looking for what Hal might be able to do whilst in a butler body. I think CMB checks are just not going to work.
Do we still have Hal's Draconic Ally? Because what I just remembered is that pseudodragons have a sting that causes Sleep.

I believe at the moment Hal is making sure the Duke can't just run out the door if he gets free, and I am reluctant to stop doing that.

He could cast Black Tentacles, but given what we've seen I think that will just end up catching Kaz and Mel.

Otherwise I think he's just going to try lying.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal pauses a second at the door, and with a quick movement opens it, steps inside, and closes it again, leaning with his back against the door.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal dusts off his hands and carefully checks to see if the coast is clear.
if so, he'll head back in next round


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Kneeling down Hal pulls a white cloth from Geoffrey's pocket and begins to sweep up the few traces of silence dust that have come through the door, one eye out for any guards, guests or general servants that might have been following the Duke.
boring but useful I think?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal/Geoff freezes for a moment, then gives a dust-muffled squeak, steps outside and shuts the door.

action:

making sure nothing out here suggests the Duke needs help, cleaning up any dust residue etc. If anyone was tailing the Duke Hal will attempt to redirect them.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

The idea was basically interference if he tried to flee by standing in the doorway and trying to grab his arm if necessary.
It wasn't, but that's fine.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

I believe it is 1d20+ Geoff's dex bonus. 1d20 ⇒ 4


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

The butler lets out a tiny shriek of shocck as his master is set upon, only for it to be muffled by the dust.
holding action to preserve Geoff's identity and make sure if the Duke tries something (running or teleporting) Geoff can accidentally spoil it. I am thinking something like grabbing the Duke's arm and pulling him backwards while saying "run Milord, I'll block them!" only to accidentally pull him off balance and into Geoff himself. Not sure if this is a disarm, or a grab, or something else until I know what he's countering.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal:

as far as I can tell Hal's bluff in this body is +24 at this point. I know Bluff is a noble's bread and butter so here is hoping I don't get Geoff killed.
murmur and subterfuge is ostensibly so the Duke does not have anything outed in front of his guests.
bluff: 1d20 + 24 ⇒ (9) + 24 = 33
second bluff if needed: 1d20 + 24 ⇒ (15) + 24 = 39

Doing his best to impersonate Geoffrey's mental voice Hal snags a tray of drinks, approaches the Duke and waits for a gap in conversation. When the Duke turns towards him he proffers the tray and murmurs "There may be an issue upstairs milord."


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"So - is that the plan Boss? Take the book, not sit tight?" Hal checks for confirmation, ready to prompt Geoff to point out the book.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

"If we waited here, would he come up here when the guests leave? Actually... why did you come in?"
we could just wait, right?


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

After echoing the comments Hal starts to answer, enunciating slightly more clearly than normal.
"Your old boss is selling out the country to the Elves. He's got a book that magically talks to one they've got. We've got his book, but it's ciphered. We need - well, we want - the cipher book. We reckon he keeps it on his person. If you can get us the book we can just leave and no-one needs know your part. Otherwise we're thinking we lure him up here and risk killing him in an ambush."


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

@Brolin: I always worry about people who drop out of everything all at once. Good for you for dropping buy to say goodbye :)

@Brookside GM: I hope the interview went well!


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Indeed! Good luck!
I think we're just interrogating him? Hal's a pretty good liar, but pretending to be someone he's never even heard talk might be hard even for him! Even if the guy swears at him he has something to go off.
That said, if he actually does help then we should probably keep our word.


HP 42/42| AC low/FF14/T13(12) | Saves 4:7:9 | CMD 18 | Init 2 |Perception +11 | FS 2/2 SS 2/2 | Pearl1 3/3 Fund 140/500 Grtr Magic Aura

Hal blearily stared over at his own body, lying recumbent in the corner. "Damn I look old." he mutters, muted further by the silence dust.

"Huh. So..." he starts out loud, goes to switch to an internal voice, then shrugs and continues out loud. he crouch walks over to the knapsack and starts pulling out equipment, including a strange crystal and a book.

"Right mate. I know you're prob'ly loyal'n'all, but we've already got enough evidence your boss is selling out the kingdom ta the elves anyone else'd be in chains. He's goin' down, and takin' people with him."

"Now, I can't have ya fightin' me. We're gunna give you a chance ta turn state's witness and cooperate. Carrot and stick, right? Well, the bad news is the stick's real bad. I'm gunna use magic to rummage through your mind, then summon a Cacodaemon" here he shows the relevant entry in the Saliharion "That should be able to pull out your soul, give me time to do a proper infiltration over the next couple weeks. Does mean if anything goes wrong then your face is gunna be the one the blame gets attached to, which might be an issue if ya got family or somethin'."

"Good news is the carrot's real good too. Somehow, for someone who's killed more people than most professional assassins I know, the Boss is a softy for a redemption story. Work with us and we can give ya a new life far away from here, with a new name and a new face. Possibly even this one, if'n you're attached to it. I gotta tell ya, when I got the same deal I jumped at the chance, and it was the best decision I ever made. I'm gunna get ta see my family after this, and I absolutely will cross my normal moral lines if I get ta see my little girl."

"In fact, Boss, ya want ta give this guy the talk? I gotta start preppin' the spells anyway."

Hal will relay any mental messages the guy gives so the others can talk him round

bluff: 1d20 + 28 ⇒ (19) + 28 = 47
intimidate: 1d20 + 5 ⇒ (5) + 5 = 10
diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

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