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Jeironn's page
68 posts. Alias of Tenro.
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HP 20/20 Aasimar Polearm Master || Scout 2
to an extent, perhaps.
i have been rather terse with posts, and i found that by the time i was actually using my character, i had already lost interest in him.
that, combined with the fact that we havent progressed very far (not to mention, as a late addition i was not invested in the beginning of the story) have combined to render me posting the bare minimum - not as a conscious choice, but because the character i made doesnt interest me and there is little i understand of what is going on around him.
HP 20/20 Aasimar Polearm Master || Scout 2
i see dead ones as both circle-shaped and red-shaded
HP 20/20 Aasimar Polearm Master || Scout 2
DM of the coins wrote: link to map I am using says "could not find game board"
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn attacks the same enemy again.
guisarme, reach: 1d20 + 5 ⇒ (16) + 5 = 21
2d4 + 3 ⇒ (4, 3) + 3 = 10
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn moves up to attack the zombie in F7.
charge, guisarme, reach: 1d20 + 7 ⇒ (4) + 7 = 11
2d4 + 3 ⇒ (2, 3) + 3 = 8
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn passes them to Tat and then reads more books.
HP 20/20 Aasimar Polearm Master || Scout 2
ill pass them in a bit if you remind me, i havent actually looked in them myself yet. that is, i made a check and havent gotten the results.
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn investigates the bookshelf more closely, ignoring the prisoner for now. First he opens the case that had been opened, then looks into the sealed ones after checking them for traps. perception: 1d20 + 9 ⇒ (6) + 9 = 15
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn sees the prisoner but stays back, leaving the others to deal with him. Instead, he picks through the books, in particular looking in the center of the burned area to see if there was a title of note that is at least still readable, then looking through the rest of the remnants.
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn makes an attempt at the lock, and looks for traps as well.
perception: 1d20 + 9 ⇒ (2) + 9 = 11
disable: 1d20 + 10 ⇒ (9) + 10 = 19
HP 20/20 Aasimar Polearm Master || Scout 2
"I could take a look, but you all didn't like that too much last time."
HP 20/20 Aasimar Polearm Master || Scout 2
sounds good to me. I am super patient on the boards, especially of late, as i have been deep into ArcheAge so i only check the boards once per day instead of 10x
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn holds the note out for others to see. "This make sense to anyone?"
HP 20/20 Aasimar Polearm Master || Scout 2
"Always a good combat when no one is hurt."
perception: 1d20 + 8 ⇒ (13) + 8 = 21 +1 vs traps
Jeironn searches the room.
HP 20/20 Aasimar Polearm Master || Scout 2
fine with me either way as far as a new person goes.
HP 20/20 Aasimar Polearm Master || Scout 2
i assume that black dragon with the green outline is the friendly eidolon?
Jeironn springs forward, and attacks with his polearm.
1d20 + 7 ⇒ (19) + 7 = 26
slashing: 2d4 + 3 ⇒ (1, 3) + 3 = 7
unfortunately, his weapon does not threaten crit on a 19 :(
HP 20/20 Aasimar Polearm Master || Scout 2
yeah also for rolling dice, try to use a motion that is different from normal. one of the guys in my IRL group has carpal tunnel and uses a clear dice cup on a stick.
HP 20/20 Aasimar Polearm Master || Scout 2
perception: 1d20 + 8 ⇒ (8) + 8 = 16
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn tries to poke the door open with his weapon. reach weapon
HP 20/20 Aasimar Polearm Master || Scout 2
i was able to open the map and move my character.
i am on my computer now. i probably couldnt do it from my phone but no biggie there.
HP 20/20 Aasimar Polearm Master || Scout 2
i think i am seeing the old map
but i can edit it
HP 20/20 Aasimar Polearm Master || Scout 2
perception: 1d20 + 8 ⇒ (17) + 8 = 25
init: 1d20 + 2 ⇒ (18) + 2 = 20
HP 20/20 Aasimar Polearm Master || Scout 2
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn looks at the options, peering at each hallway.
"I generally like to pick the path that appears to have the most to conceal... although i am not certain which that is in this case. If i HAD to choose, I would say probably the narrow path. "
HP 20/20 Aasimar Polearm Master || Scout 2
the other rogue is better at roguey stuff, but i could give it a try. i figure Jeironn wont be stepping forward for that kind of stuff since the last time blew up in his face, literally.
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn moves with the others, taking up a position near the middle where his spear reach will be maximised.
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn has no particular need for any of that.
HP 20/20 Aasimar Polearm Master || Scout 2
yeah might as well try the door before the hall
HP 20/20 Aasimar Polearm Master || Scout 2
HP 20/20 Aasimar Polearm Master || Scout 2
Lord Foul II wrote: Well there's sense motive, you could pump your cha skills,
And when in doubt, a single rank per knowledge skill is useful.
agreed
HP 20/20 Aasimar Polearm Master || Scout 2
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn translates the tablet slowly, and aloud.
"You cannot pull the lever safely at either end
Though No danger lies to Either Poison's right
And the answer lies to Lightning's left
Know that there is no harm at the center of all"
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn reads dwarven and has untrained linguistics +2
HP 20/20 Aasimar Polearm Master || Scout 2
i assume my earlier perception worked since it was in the alcove area
Jeironn backs out of the alcove, and turns to the party. "There are some runes over there, someone with more knowledge of magic than I ought to take a look. One is the right one, the others are bad. Poison, fire, ice, lightning, all that. Hidden compartment too, might want to peek inside. Maybe someone left behind an answer key."
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn won't mess with anything, since that didn't go well for him last time. He will just look, and then if he sees nothing, he will let the fire-resistant guy handle things. Jeironn just didn't want to let the guy walk into traps.
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn takes a look at the door, searching for mechanisms to open it or traps.
perception: 1d20 + 8 ⇒ (13) + 8 = 21 +1 more vs trap
HP 20/20 Aasimar Polearm Master || Scout 2
"This place looks as good as any."
HP 20/20 Aasimar Polearm Master || Scout 2
"seven dark green vials inside. Any of you know anything about alchemy? These are probably something crazy, since they were in a locked box in the false back of a locked drawer."
HP 20/20 Aasimar Polearm Master || Scout 2
"Found some little box over here. It's locked.
perception vs traps: 1d20 + 9 ⇒ (4) + 9 = 13
disable lock: 1d20 + 10 ⇒ (10) + 10 = 20
HP 20/20 Aasimar Polearm Master || Scout 2
First thing, he would be looking for drawers and cabinets, so probably the desk.
HP 20/20 Aasimar Polearm Master || Scout 2
If Jeironn sees no threats, he will poke around and read some loose notes.
If there are drawers or lockers of some sort, he will check them for traps before doing anything else.
perception: 1d20 + 9 ⇒ (18) + 9 = 27
HP 20/20 Aasimar Polearm Master || Scout 2
"I am ready for what might greet us."
HP 20/20 Aasimar Polearm Master || Scout 2
HP 20/20 Aasimar Polearm Master || Scout 2
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn wrote: Jeironn will attempt unless stopped. possibly more XP if my way succeeds. should have stopped me i guess. forgive a rogue for attempting to disable device.
HP 20/20 Aasimar Polearm Master || Scout 2
disable device: 1d20 + 9 ⇒ (11) + 9 = 20
Jeironn will attempt unless stopped. possibly more XP if my way succeeds.
HP 20/20 Aasimar Polearm Master || Scout 2
"Do you want me to try it or is it easier for you to just take the fire?"
HP 20/20 Aasimar Polearm Master || Scout 2
Jeironn will assist with putting on armor.
"If you think it's a trap, i could take a look at it."
HP 20/20 Aasimar Polearm Master || Scout 2
yeah usually the only time i keep track of weight is if i have a low strength character, or a hoarder. in any event i tend to buy magical items of storage so it is plausible that he would have so much stuff.
HP 20/20 Aasimar Polearm Master || Scout 2
71 lbs gear
110 + (2d8 ⇒ (4, 7) = 11 x5) = 165 lbs character
he can fly, so the weight shouldnt crack the glass unless forced to land
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