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Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() if there is room for both Jeb and Ellen's to attack, Jeb will move forward and engage. With his cold iron rapier, otherwise he will stand back and throw a cold iron dagger rapier/dagger: 1d20 + 2 ⇒ (18) + 2 = 20 crit threat if rapier: 1d20 + 2 ⇒ (17) + 2 = 19 damage if rapier: 1d6 + 1 ⇒ (6) + 1 = 7 damage if Crits: 1d6 + 1 ⇒ (6) + 1 = 7 damage if dagger: 1d4 + 1 ⇒ (2) + 1 = 3 ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Jeb stares openmouthed at the strange swamp, his mind trying to process something entirely beyond his comprehension. He comes to when the others suggest urgently following, and quickly tags along, still trying to process what is happening. "I must take time out to study these phenomena, when this is over." he mutters to himself. ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() His brain working overtime, Jebs
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Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Jeb also sits quietly, thinking through the implications of it all. "It just feels a little pointless. I mean, I know we had to do it, but most of them just seemed like ordinary people somehow caught up in it all. I still see some of them screaming as the shrapnel caught them - and for what? a little island that barely anyone has heard of? I always thought that I would survive because I am better; both morally and intellectually. Now I see just how much of it is down to pure luck." ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Sorry, thought I'd posted my action for this round Blown off his feet by the size of the unexpectedly large blast, Jeb slams into the lighthouse doorframe with bone cracking force. His analytical mind notes the large blast while simultaneously cataloguing the extent of his injuries
potion of cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4 action: not sure what this counts as ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Alice Kildare wrote:
Hey, not my fault the blast was bigger than it was supposed to be. I would have thrown it so the blast radius was not affecting any of us. Must have hit an ammo dump/barrel of explosives/enemy grenadier ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Waiting behind the barricades, Jeb lights the fuse on his grenade as the enemy gathers Timing...Timing is everything he thinks as he keeps one eye on the fuse and another on the gathering enemies. Just as the flame gets close to the grenade, they charge and he throws. After the smoke clears and the ringing in his ears stop, he sees one lying dead, one moaning unconsciously and one lying in a heap of blood looking at the stump of his arm, the others having dived back into cover. Nodding grimly at the Butchers bill, and happy that one front had been stymied for now, Jeb retreats to the lighthouse, rushes up the stairs and gets ready to help with the oil... ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Pulling out a few items from his backpack, Jeb passes a potion of aid to Ellena and Alice, then prepares to throw a pellet grenade at the first clump of enemies to appear before fighting with his rapier Action: battle ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Hearing Alice cry out, Jeb rushes out to build some more barricades move action: move outside lighthouse; standard action: build barricades knowledge(engineering): 1d20 + 8 + 1d6 ⇒ (15) + 8 + (4) = 27 ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Jeb keeps working on barricading the lighthouse... if we need to make a stand, it seems like a good place and the more barricades the better. knowledge (engineering): 1d20 + 8 ⇒ (3) + 8 = 11 dang it. So much for being a MacGuyver. ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Your Benevolent Dictator wrote:
Jeb will call on them to discuss surrender. He not immediately make it clear that he means their surrender, and attempt to persuade them that they are facing the combined might of the Risuri and Danoran Armed forces. ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Corynne wrote:
That's already been done ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Ok, for the sake of argument and to move things forward, I will assume Jeb had the 2nd scroll of silence fishing a scroll out of his backpack, Jeb reads it aloud to cast Silence on the wizard and his familiar ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Alice Kildare wrote: I remembered climbing speed wrong, but it gives us a +8 bonus and allows us to take 10 even if threatened. I'll try to go ahead with a 17. I thought that was the case, but couldn't find it in the rules. In that case, I will save my inspiration and take 10 for 10+5+8=23 ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() "Hmm. Seems to me we need to do 3 things. One, set the prisoners free. Two, start a fire. Three, lower the sea gates. Since the attack on the Sea gates needs to be timed to take advantage of the diversions, we need at least 2 and possibly 3 teams. I would suggest we not split ourselves too much, so 2 teams would work well; one for the distraction and one to infiltrate the lighthouse. If I may suggest, Az, you should be part of the distraction team; that way if you need to fight you don't need to worry about setting off your firearm since that will act as a distraction all by itself. The infiltration team will need heavy stealth, who's good at stealth and can fight well too? Alice? Ellena? Any one else other than me good at stealth?" "Afterwards, we should designate a location to meet up, then we can decide what further action we need to take" ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() "The real rub would be at the sea gates. What kind of guards have they got there? how many? how do we prevent them from raising an alarm? I suggest we keep back one of the silence scrolls just in case, the last thing we need is them raising an alarm just after we attacked them." ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() "We need to make sure the sea gate is open before we set off the fireworks. Then we can wait for the Danoran Navy to take the place before securing the Duchess, though I like the idea of reconnoitring, it is best to keep our options open. Either way, we'd have to traverse the fortress from the weak spot to the Sea Wall to get the gate open. My simulacrum can take point, it is stealthy and can spot any guards, and if caught will probably be dismissed as Danoran tech. Will darkness give us an edge against the Fey? I seem to remember something about them being more active at night. If that's true, then daylight would actually be better - does anyone know?" ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Jeb unhesitatingly steps into the brush at the side of the path, applying the fieldcraft techniques he had practised during one memorable lecturer stealth: 1d20 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12 using 1 point of inspiration ![]()
Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
![]() Jeb is momentarily stunned by what happened to them. After a moment, he states, "That was...unprecedented" Racking his brains, he tries to figure out what just happened. knowledge (arcana): 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10 typical |