Consortium Agent

Jebediah Goodfellow's page

133 posts. Organized Play character for Gavmania.


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Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

"Killing the Duchess would be tantamount to a declaration of War against Risur. Is that the intent of the Unseen Court? If you wished to inform the king that the unseen court had no part in this, just sending an ambassador would have sufficed; Murdering Risuri citizens of such prominence without a public trial would simply be perceived as assassination. Whatever her crimes, it is for the courts and the judges to determine her guilt and punishment."

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Reflex vs. Entangle: 1d20 + 5 ⇒ (19) + 5 = 24 I think that should do it.

Grand Lodge

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

Grand Lodge

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.

Grand Lodge

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
mind begins to work through what has happened.
"Ellena's right. I'd I had such a powerful mage on my side, I'd use him to defend me, not send him on some lone attack on a relatively unimportant ship. Unless it was a diversion. It might even be entirely an illusion. Either way, it's not our mission. Let's focus on our assigned task and go get the Duchess."

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Kewl

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb smiles wanly,
"I know, but they seem somehow distant and unimportant at the moment. I think I need a drink."

Grand Lodge

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."

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
Corynne wrote:

CLW Jeb: 1d8 = 3

Perfect

With his fellow Constables, Jeb pours the boiling oil on the incoming enemy.

Action: Does that count as Battle?

Grand Lodge

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
Broken ribs...multiple contusions...lacerations from shrapnel...
dazed, he rummages in his pack while limping into the lighthouse, pulling out a flask and quickly downing it. As the healing properties course through his body, he feels invigorated and continues up the stairs to where the oil is kept, ready to help pour it on the attackers.

potion of cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4

action: not sure what this counts as

Grand Lodge

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:

Alice yells a sequence of strong words at Jeb, the mildest of which involves a rather unflattering comparison between his head and a donkey's lower body. "You WARN before you let explosives loose!"

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

Grand Lodge

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:
Alice/Azaghal/Ellena/Jebediah each take 7pts damage

Ouch, I only have 2hp left!

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb has his own grenade.

Edit: had his own grenade.

Grand Lodge

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...

Grand Lodge

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

Grand Lodge

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

Grand Lodge

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.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Retreating to the lighthouse, Jeb urgently starts setting up further barricades

barricades: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 -1 for minor action (move)

Grand Lodge

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:


@Jebediah: what tactic are you taking with the negotiations? There may be a conditional modifier.

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.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

From behind the barricades, Jeb starts negotiating with the leader of the attackers, trying to stall their advance

diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5
Corynne wrote:

Heading to the top, Corynne makes use of the pyrotechnics scroll, unleashing the spectacular fireworks display that was the signal to the Royal forces.

Setting herself up at a window and loading her crossbow, she draws out another scroll casting a spell on her hip quiver to ensure an inexhaustible supply of bolts as she prepares to take on the role of sniper.

Action: Signal the assault. Prep for battle action next round.

That's already been done

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb steps outside to set up a barricade

actions:
Move: outside lighthouse
action: Set up barricade
Knowledge (engineering): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (6) = 17
using 1 point inspiration

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Who has the signal rocket?

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

After tying and gagging the wizard, Jeb moves downstairs towards the controls to see where Alice and Ellena are at.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

After making sure the wizard is tied up, Jeb proceeds to gag him.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

changing action, Jeb will cover the wizard

Climbing through the window, Jeb pulls out a length of rope and ties the wizards hands behind his back.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Successful hit = DC15 Reflex or fall to the ground and be unable to fly. Not quite what I wanted, but should slow it down

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

grabbing a tanglefoot bag from his pack, Jeb throws it at the retreating pseudodragon

assuming it is still in range?

ranged touch attack: 1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

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

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Well, I know we talked about taking one with the infiltration team, did we agree who would have it?

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Don't we have a silence scroll? Nothing shuts down spellcasting and attempts to raise an alarm faster!

Grand Lodge

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

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

climb: 1d20 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14 using 1 point of inspiration
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12 I hope that's enough

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb continues clambering over the rocks and climbing up the walls alongside Alice and Ellena.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb follows Alice as she approaches the Lighthouse. Arriving at the foot of the lighthouse, he rummages through his pack until he finds the potions of Monkey Fish, offering one to Alice.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Quaffing his potion of waterbreathing, Jeb enters the water and heads for the lighthouse.

Stealth: 1d20 + 5 ⇒ (19) + 5 = 24 That should do it

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

"Yeah, don't take stupid risks. Making noise will get their attention, but you don't want their attention when you retreat. Just try to make the noise somewhere you are not."

Grand Lodge

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"

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

"I have a couple of potions of Monkey Fish, too, so that would help with both the swimming and climbing. Only enough for two of us, though."

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Bluffing is not Jebediah's strong suit, so he first attempts skulking;

stealth: 1d20 + 5 ⇒ (9) + 5 = 14

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Je nods at Az.
"Noted." he says, then moves out.

Grand Lodge

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."

Grand Lodge

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?"

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Knowledge (Arcana): 1d20 + 8 + 1d6 ⇒ (3) + 8 + (4) = 15 Meh. At least a 3 isn't a 1, but it is close.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

stealth: 1d20 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11 seriously? two 1's? man the gods of dice must hate me. Thank god for inspiration

Grand Lodge

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

Grand Lodge

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

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb tries to remember what he knows about dryads

knowledge (arcana): 1d20 + 8 + 1d6 ⇒ (5) + 8 + (5) = 18 meh. At leat I rolled high on my inspiration dice.

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

returning just as Corynne pronounces her verdict, Jeb asks,

"Can we get through the woods without them spotting us? or is there a way around the woods?"

Grand Lodge

Male Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2 Investigator (Empiricist) 1 inspiration 2/5

Jeb leads foreman Dupiers back into the tunnels until they are around a corner, so that he does not see Corynne speaking to his comrades.

"You have done your bit, just leave the rest to us."