Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
"Burn in the name of the First Prince!" Isabella yells, her throaty cry an apt counterpoint to Dexter's own, amidst Leekoo's cackling and the rush of the exploding fire bomb. Clumsily handling the burning dagger, Isabella sets her jaw against the heat of the flames.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Lol that threw me too Payn. Just a typo; was waiting for Dex to post his readied action. ...Freudian typo? PSA: Do not copulate with life-stealing red mists. I mean the gaseous stirge, not your wives. *Badump Chhshhh*
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Changed my actions again. Probably need a ruling on my last edit, Korak. Another round of delay not having readied an action, but using the dagger means respectable to-hit, decent damage, & the oil lamp says it deals 1d3 fire damage if applied to a 5ft square & set on fire, so maybe more fire damage than the torch as well if it's the same when applied to the dagger.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
*mentions better communication* *goes incommunicado for a week - forgets what's happening on return.* Smdh.... On the bright side it looks like my dice roller enjoyed the little hiatus enough to give me a couple decent rolls. Too late to delete now, just disregard that first post. Slipped my mind about the mist's cheaty movement & needing to attack it via readied actions. Can I use those rolls for the readied attack action? No problem rerolling if that's a hassle. I appreciate the actions from the botted turn, thank you.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Dropping her lit torch, Isabella takes a flask of oil from Payn, and carefully applies the liquid to the blade of her dagger as she would a deadly toxin. Dipping the blade into the flame of her torch, the doctor crouches and watches the room intently, hoping the others can drive off the strange creature before she needs to move within range of it's life-sapping claws again. Free action drop the torch, move action pick up the at-hand oil flask, standard action apply oil to the blade & light it (Assuming using the already lit torch makes this possible as part of the standard action). Little creativity - taking liberty with the oil, looking at the section that says it can cover a 5ft square and burn for 2 rounds, with an abstract application of the Poison Use ability.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23 vs CMD to avoid AoO moving through a threatened sqaure. Wielding her makeshift club, Isabella slips into the room, putting the mist between herself and Dexter, and brings her torch down on the red vapor. Torch Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 2d6 ⇒ (1, 5) = 6 Damage as a club, with 1d6 SA. Please add any applicable fire damage from the torch, and subtract the SA if inapplicable.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Leekoo, your best bet is readying an action with your standard action; I believe directing your companion to move is a swift action - other animals cost a move action to Handle. As it stands, with your Heal check this round, somebody will probably have to take at least one more hit after/if Ally gets bit here. I'd have grabbed one of Payn's improvised Molotov's, but I left the room & healed (figured my HP wrong thinking the mist attacked Izzy twice, would've grabbed a flask otherwise - one of Leekoo's if Izzy had any idea he'd made them.) Should've broached the subject. We need better communication. As a party, but also with the DM. Good looking Lukasz. My actions probably would've been different had I not (understandably) misunderstood the mist's actions. If throwing another 50/50 improv alchemist's fire at the mist would have any affect is questionable, but still. I have no other means to create fire. As I said, hindsight on the crafting. Lmao @ Payn's overzealous application of fire... something to keep her away from once Leekoo starts discovering how to really use it.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Ah okay that's better than healing 3 HP for free. Unless there's /round bleed damage before Izzy heals herself, that's only 1 bleed damage & 3 con damage, for -3 max & -4 current HP.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
No, I never healed up fully. I was down 3 HP after the points you told us to heal for the days of rest (that being after the wine). You never actually told us we healed fully. I assumed the brief, tracked recuperation was just added challenge/realism. I believe Dex was down from his total when we entered the basement as well (I should've made more Heal checks to take care of that, but I wasn't being as attentive as I should during that time). I had to look it up, but HP lost from Con damage reduces current & total HP, so that's 6 lost off the top from bleed & another 6 off the current & total for 14/20 (from a full 26), back up to 18 after the CLW. 15, less the 3 I was down. At this point I'm not against a retroactive additional 3 HP if that's what you're feeling lol
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
So the mist goes then we all go, right? Hit twice before she could react, Isabella staggers as the strange mist drains her blood again and sinks back into the floor. Guess we know what the holes are for. She thinks wryly, retracing her own steps back to the others in the hall. "Don't let it touch you." She gasps after downing a vial from her belt. "Any longer in there and the damn thing would've sucked me dry." CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Should've forgone the Portable Lab or something & made myself some splash weapons. Live & learn. burn the s##& outta that mist... bleed & con damage on a touch attack. Eff that. How can it move from beneath the floor, attack, and then move again back beneath the floor all in one round?
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Do the shadows move, relative to the ball and Lukasz's light-coin, indicating it's the source of the darkness spell? Does it work like that? Isabella lets out a single huff of air as she gently pulls Leekoo's arm back and walks into the room, mindfully noting the holes beneath her feet. Perception: 1d20 + 7 ⇒ (19) + 7 = 26 As she carefully walks around the pedestal, Isabella raises one hand and points three fingers back towards the others, gaze shifting from Allyson to Leekoo and locking on Lukasz before she brings her dagger down on the sphere. Piranha Strike: 1d20 + 4 ⇒ (18) + 4 = 22
Just move me back on the map for any saves needed.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
K:arcana: 1d20 + 8 ⇒ (7) + 8 = 15 Regarding the orb. Perception check was just in general, kinda looking for traps; hoping for a better roll to describe Izzy's agitation as alertness. But mostly to kill the gremlin crawling through our dice roller Staring intently at the most likely candidate for shattering; Isabella calls out to the goblin "Can you open any of the doors from the air? I think you should smash the crystal, Leekoo."
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Isabella stares into the magically-lit gloom, uncertain about how to proceed without triggering the trap hidden in plain sight. "Leekoo, fly around the room and see what you can through the darkness. Stay off the ground."
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
I moved the trailing avatars to be current with the group. I mentioned before I work in a call center. No lie; I just connected a woman named Mary Payne to somebody's voicemail. The middle name Jane would make that the most awesome name I've ever heard.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Perception: 1d20 + 7 ⇒ (1) + 7 = 8 Gone badjuju! Following behind the others, Isabella draws a dagger as they head further into the basement-dungeon. She nods at Dexter's statement. "How many more 'lessons' do you think the Cardinal has for us?"
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Isabella follows the others, stopping behind Payn as she begins inspecting Leekoo, and hovers over the other woman's shoulder. "The brave Captain suffered injuries because he rushed into unknown dangers." She says in answer to Payn's question, shaking her head at her ineffectual ministrations. "You're targeting the right tissues, but your technique is wrong." Glancing first to Dexter then to Lukasz, she nods toward the open doorway. "I can try to heal some of Leekoo's injuries, but it would take at least an hour, with no guarantee of success. It would probably be better if one of you could heal the worst of his wounds more quickly so we can move on." It's a DC 20 heal check to cure HP=patient's level, takes 1 hour.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Lol just on the subject of accurate damage tracking. Until Leekoo gets the Precise Bombs discovery friendly fire is something we need to be mindful of
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Also, I believe the subtle ambiguity in exactly where the cold damage came from was intended. Or at least seems appropriate in any case, as there was no attacker here - simply an environmental affect due to proximity, which could be from anything (but yeah probably that weird mold). EDIT: You run into cold-mold at some point in RotRL; I made the mistake of trying to kill it with fire. Would've done the same here failing a helpful knowledge check. As Leekoo suddenly attacks the door opposite Isabella's own target, she turns and draws another dagger, but relaxes as the goblin's success becomes physically apparent in the warming room. She shrugs and smiles, turning to retrieve her dagger. "Hmm.. Well done Leekoo. Shame about that 'mold,' I'd have liked to take a look at it myself. But, if you all have no wish to search for more resources such as The Captain just fortuitously expended, it seems we may have found our way forward." She says while slowly approaching the Eastern door, carefully checking for traps along the way and on the door before picking up the dagger. Take 10 for 17 Perception.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Always good to seek clarification. Waiting for Leekoo's reaction to the hefty cold damage. Korak's wording is fine. To rephrase; as Leekoo approaches the Western door, he notices a patch of violet mold growing on it. You can see I used the present action tense of the verb "grow," while the DM used it in some other conjugation. Neither indicates the mold growing unusually. It is the nature of such organisms that their life consists of various stages of growth on a supporting surface, and language about them reflects that. Isabella shrugs at Allyson's insistence on keeping away from the well-traveled paths. "Yet your patience in the last room granted us boon we may yet need." Drawing a dagger she joins the Tiefling in the room to see the indicated footprints herself. "You are likely right." She says with another shrug, before whipping her dagger into the wood of the Eastern door. Ranged Dagger: 1d20 + 5 ⇒ (4) + 5 = 9 Touch attack maybe..?
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
A rogue would be good there. I don't know if I'd have the patience for all traps, unless there were enough adequate puzzles attached.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Deceive always thy enemy, but never thyself. Isabella thinks back to the first platitude, noting now the final line in the inscription before them. She looks around to the group she entered this dungeon with, entertaining and dismissing the notion that each has some hidden angle in the contract & their overall situation. The Cardinal has given us a cleverly designed path to his side, no less challenging for the guidance provided. "If you would inspect the path to the other doors, Dexter, we can see what we might find here before we follow the psychotic's proverb-inspired epiphany." She says calmly, nodding gratefully as Allyson walks through the room without issue. "Perhaps the temperature is a signal we will need the alchemist's ice you found earlier - a timely reward, as Lukasz mentioned, coupled with a more obvious reminder." She turns from Allyson to Leekoo with a nod. I hope it is not some Hellish fire magic we are struggling to face. Somebody should point out the footprints.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Lol definitely do not want that. The second trial seems simple enough but the first set it off to a good tone. I imagine we'll be taking much care moving forward. Isabella will be taking her time in the back, watching Payn, keeping an eye on the others. Other than Dexter's dubiously adequate first demonstration with traps, not much has sparked her interest. The general wisdom on each door is clearly applied in a specific way for that room, with the demonstrated "understanding" of these lessons being the gauntlet's purpose. Despite the first lesson, that much Isabella will trust holds true.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Isabella Deschain wrote:
The last line is pretty self-explanatory. As far the "Nine Trials" go, I was just saying the first was a nice entry to a testing dungeon for a mismatched group of miscreants. Your IG spoiler on the traveled paths was from perception checks or what? Allyson, Payn, & Lukasz each occupy a different position relative to the room, all but Lucky behind others & away from the door.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Lol that's a nice little dungeon opener for a new adventuring group. Right out of K.I.S.S. - TRAPS!. Dex still up for traps. F$*+ traps.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Placing a hand on Dexter's shoulder, Isabella points to the inscription above the door. "Deceive your enemies, but never yourself. The trick may be how easily the trap resets." Moving north of the trap, Isabella waves for the others to clear the area in front of the door. After everyone moves, she leans out over the trap and attempts to open the door. If She Can't Reach: "Leekoo, open the door." She calls to the goblin after everyone takes cover, leaning back against the wall next to the door.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
"So... you mean to suspend yourself over the pit with the rope to more closely examine the door?" Isabella asks as she hands the braided hemp to Dexter, looking around the room for places to secure the rope, trying to understand the smith's plan. She turns to Lukasz, "The pit's not too wide. Once the door is opened, if there's no trouble waiting on the other side, it'd be a simple matter to jump across. Maybe Leekoo's pet could even pull one or two of us for a little boost." She nods to the goblin and his bat flying around the room. "And if there is trouble." She shrugs, again indicating their airborne companion and hefting her javelins. DC 5 Acrobatics check to jump over a 5ft square with a 10ft running start. Maybe outline your plan with the rope in discussion, Dex?
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Ah okay I'll add the circlet to the sheet & she'll wear it as a plain headband then; Izzy's not much for flashy jewelry. Leekoo, taking 20 minutes to thoroughly search the door would pretty much require you to be stationary in front of it, & flying in-place is very difficult. I don't know the DCs, but I know it takes a Fly Check to remain airborne without moving. On the other hand, standing in the square directly North or South of the pit should allow you to examine each respective side of the door. It is the closest we can stand without crossing the pit. That's why I have Izzy where she is - I figured Dex would mess with the door from the square to Isabella's right, just North of the trap.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Leaning over the edge of the pit, Isabella frowns down at Dexter. "You pointed that out before you fell in, Ser." Rummaging in her pack for a moment, she drops a length of rope down to the man. "Seems to me you and the crazy one should get along pretty well, often as you're getting yourself hurt. Maybe avoiding the pit traps is a better rule of thumb than trying to disable them." After helping Dexter out of the pit, Isabella will collect her rope and take position northwest of the door, waiting for Dexter to open the way to the next room.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
That site works better on mobile than the boards here, with their formatting & buttons. Waiting for Dex to open the door. Ally & Luckasz have a little catch up with the map.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Payn:
"Only the unworthy." Isabella responds, slowly drawing her hand away, sighing softly at the other woman's trackless train of thought. "The strong I hope to make stronger. It is an unfortunate, but necessary, loss that the weak must suffer toward this end." Her now-typical tone with Payn is slow and deliberate. Not patronizing, but as a mother teaching her (unruly, bratty, cretinous) daughter a lesson.
Isabella laughs lightly, thinking about the sloppy, frightened guards in Branderscar "It's unfortunate, rather, that they aren't able to endure the suffering needed to make us strong." Turning her attention to the task before them, Isabella pays the cryptic wisdom above the door little mind, instead stepping around the pit trap to examine the door for herself. Perception: 1d20 + 7 ⇒ (8) + 7 = 15 ..I wanted to be helpful.. "No wires on the door? Axes waiting to fall out of the ceiling?" She asks Dexter, seeing nothing odd herself, but too uncertain after the first revealed trap to open the door.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
He's a genius with no formal education. Actually, the little "education" he probably got as a goblin did more harm than good as far as the typically accepted structures in academia go. I'm cool with more crazy, although Isabella's own descent into madness will likely be a bit slower. I'm sorry Korak you have the worst luck with those links. That stone cellar says no preview available.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
I should've been more direct, or maybe just waited, but I was thinking if the cutting were put in a pot & the instant fertilizer applied it would grow into a full plant. Do I still have the cutting? I'd rather that than one dose of the poison.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
True, that would be the best place for you whenever possible. She has good maneuverability, which is cool. That's a consideration for size as well. Not only is it easier to disguise the two of you as one medium creature, but being large means worse dexterity, which might matter being in the air a lot. Small change:
Maybe Leekoo is flying overhead. In that case Payn closes up next to Lukasz & Izzy takes rearguard. Although she doesn't take any particular pleasure in pain, Isabella's field of study will be enough for the others to liken her to Payn, once they get a sense of her research; even more as the experiments ramp up & the results become more evident. She's a pleasant enough person, though. Typically more professional than personal, & otherwise appears quite sane. Less the top few notches that keep most doctors from trying to replace a healthy patient's eyes with a hawk's, mostly because who knows what'll happen.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
We should come up with at least a rough marching order. For a 10ft hallway I like: <-Dex-Lucky-Payn
D. Quigley leading for traps, with Ally or Payn beside him for backup. The other will be rearguard with Izzy. Leekoo & Lukasz in the middle as our leader and best ranged support. Leekoo is also the most mobile with She. Izzy wants to keep an eye on Payn, & would prefer having her close by in the back, but putting her in front of the party is a fine alternative. Good distribution of muscle there as well, I think. Single file: <-Dex-Payn-Lucky-Ally-Leekoo-Izzy
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Isabella places the circlet on her arm, a plain metal band providing minimal ornamentation, and similarly hides the holy symbol. "Lead on." She says to Dexter with a nod, slowing her pace to fall in at the back of the group. She glances back up to Tiadora once as they head into the basement. "You said there were others here that also signed the contract." She says softly to Lukasz, "Perhaps we're being measured against them in the retrieval of this item." Although her attention is focused toward the front of the group, the scientist's anxiousness at what they'll find in manor's basement gets the better of her senses. Perception: 1d20 + 7 ⇒ (1) + 7 = 8 I believe we're all good to go. Payn has the oldest most recent post, and that's still after the Cardinal's orders. Marching order & tactics in Discussion.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Katsup:
Isabella spends almost the entire three days secluded in her room, the space transformed into a lab. Servants run supplies in and carry spent resources out. There is a steady stream of rats; a good doctor would tell you that the extensive wounds on the tiny animals were not the cause of death. Isabella will gladly go into detail on how long they survived with their skin peeled back.
When Dexter comes by for measurements and requests, Isabella quickly jots down a series of numbers, pauses before handing the sheet over, and blacks out a few lines. The page details not only her dimensions, but a large number of ratios, as well as measurements of specific features that seem to have no purpose. She describes her shared desire for light armor; freedom of movement being more important than heavy protection. She tells the smith to expect more specific requests as she designs unique tools for her own experiments. She shares a rough sketch of what looks like a large torture chair, with umpteen instruments protruding from it in numerous places. Isabella's child-like excitement regarding her special "operating table" belies the thing's apparent nature. Isabella applies the instant fertilizer to her Belladonna sprout as soon as it is ready. Similarly, she distills two doses of poison from the plant once it reaches rapid maturity. Easily brewing the toxins out of the potent leaves, the alchemist then mixes the deadly tea into a preserved dose of Nightshade, waiting to be slipped into a future experiment's meal. Alchemy: 1d20 + 10 ⇒ (15) + 10 = 25
Isabella looks uncomfortable in her leather armor, and she bumps the javelins on her back awkwardly with her elbow as she moves. Not that she can't handle the basic thrown spear, but the weapons' weight is unusual for the doctor. "Another test? Let's get this thing then."
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Figure the difference may be having the spell, but I think I can brew potions through the feat without a craft check. Could Isabella assist Dexter to save the one potion? Craft: 1d20 + 10 ⇒ (14) + 10 = 24 for good measure I want to make Instant Fertilizer from Alchemy Manual, & get a Poison Belcher from the same. 10gp in gold powder per dose of my rapidly grown Belladonna to apply the ingested poison as a 10ft ranged touch attack (DC 14 Fort, Strength penalties, 2 damage either way). Many poisons I want to make. Have a couple poison belchers hanging from my belt loaded with useful ingested poisons, complementing the vials of contact/injury poisons. Can't afford even one of the poisons I have the ability to make; hoping to encounter more natural poisons. Obviously can't afford that other s&** either. Once I have the resources/funds for all that, plenty of alchemy & a bit of vivisection. For now, if Dexter would allow her to observe & assist, Izzy would gladly take notes from the skilled craftsman.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Isabella draws a dagger at the bat's first shriek, pausing when she hears Leekoo's laughter. "No." She exclaims more loudly than intended, startled by Payn's proximity as well as her words. Snapping her head away from the murderous woman's face, Isabella takes a step back toward the stairs, regaining her composure. "All that killing is wasteful." Seeing that the goblin appeared to have things in hand, Isabella turns to leave, then pauses, glancing back once more to Leekoo, and squinting suspiciously at Payn for a moment. "Let the goblin have his pet." Seems our little vandal has a way with animals, and dreams of flying. She muses as she heads back down the stairs to her room, eager to dabble in the lab she requested from Tiadora. There'll be time to examine the bat later, assuming The Captain doesn't get bored too quickly and decide to eat his new friend.
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Allyson's arrogance is slightly grating to Isabella, in an offhandedly irritating way (she tried to make a snarky comment when Ally balked at signing the contract), but she'll mostly ignore the Tiefling as a delusional and situationally valuable ally. Can't argue against the benefit of a skilled swordsman at your back, and her dedication to her chosen discipline is admirable, but her obsession & perception of the lesser study is foolish. As she starts using her alchemical crafting in more abstract ways (outside of the slowly produced poison or potion) Izzy will probably approach Dexter for his insight there, and is otherwise already appreciative of the man's stoic companionship. Although Isabella will only grudgingly admit it (if ever), she'll soon view Lukasz as the group's implacably stern & driven leader. He's technically next in our squad's chain of command, after the Cardinal & Asmodeus himself. Also I believe Lukasz will likely be the party face moving forward. Planning a summary post to explain Izzy's new class abilities before we move on, after the situation in the attic is resolved. (may as well depict it since she has the time for some tinkering). Besides those two things, I'm ready to move on. Are we in down time for the next couple days until Dex finishes his potions?
Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
That reference. Perception: 1d20 + 7 ⇒ (10) + 7 = 17 K:Nature: 1d20 + 9 ⇒ (12) + 9 = 21 Peering into the musty attic, Isabella debates lighting a torch before looking from Leekoo back to the shape hanging from the ceiling. She crouches behind the goblin and whispers softly, "That is a very large bat. We certainly could chop it up and eat it - though I'd rather keep it alive a time and study its ears, at the least." She glances up at Payn with a brief, thinly veiled scowl - a motion more territorial than anything else. "Tiadora, however, mentioned goblinkind having a history with the beasts; do you know what she meant by that? It very well could make a good meal tonight, I'm no chef, but I do know The Captain would be less than a snack for it's tastes. But perhaps the animal could be put to a better use that your clever kin devised?" Assuming she can kinda see the large dark form. Yay decent rolls & things that I know a bit about.
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