Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
"So our current employer isn't an option when it comes to powerful allies?" Jominda inquires. "According to the not so nice lady, he is a puppet to be played and somebody to be taken to the cleaners. Would you object to that assessment of hers?" "Working for her has so far ended badly for all in her employ. Quite some of them by our hand or you, Grenz and who else was on the case earlier. And it seems she is fresh out of goons to throw at us." Jominda hands the mug with the paint remover back to her sister to drink. "I don't want any part in that ritual murdering she orchestrated. Question is, if we get rid of whatever thing made you the same offer about her - and at least Grenz would approve of that - would that rid the city from another evil while keeping her off our back? And would time work in our favor here, or in hers?" "Because I don't feel like going back right now and tell her that we have second thoughts about working for her."
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Jominda tries her luck throwing a bomb across the place down into the ground floor. @Red
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Jominda expression changes from tense to really angry. "I told you we should just burn that thing down." She throws an explosive bomb at the guy in the middle to come back to her original plan. @Green
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Jominda retrieves another tanglefoot bag (move action last round), applies it to the next bomb (move action this round) and throws it at the burning puppet. Burn: 1d6 ⇒ 2
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Jominda finishes affixing a tanglefoot bag to her bomb and throws the resulting grenade at the thing. She makes sure to exclude the nice lady from the explosion. Explosive Bomb+Tanglefoot: 3d6 + 7 + 3 + 1 - 2 ⇒ (2, 6, 2) + 7 + 3 + 1 - 2 = 193d6 + 5 + 3 + 1 ⇒ (1, 4, 6) + 5 + 3 + 1 = 20
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Perception: 3d6 + 8 ⇒ (4, 2, 5) + 8 = 19
I just noticed, that alchemists can't use scrolls without UMD. And I got a bad chance to make that roll with 3d6. Are you ok, if I exchange the scrolls I have with potions deducting the extra cost from my spare coin?
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Khamul, are you a shape shifter? "Might as well. It's not like we can be choosy on such short notice." Jominda comments. "But I guess the question of pay needs a serious answer. Wouldn't want anyone peeved at us at the end of the job."
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
"That would be one way to do it. Or you check who is no captain and who is no sailor. And I guess we're looking out of place enough to draw the attention of potential candidates." Jominda replies. "And with my annoyingly loud sister announcing our intentions, I think we're good." "Shall we take a seat at the bar, order a drink and see what happens?" She leads the way to a corner where enough seats are available for them and at least one more.
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Down to the docks is half the way to the Shadow Clock and the Old Fang besides offering a nice view onto the shore also is in eyeshot of the clock tower under the Irespan. The tavern is one of the last buildings that is not under the Irespan. Jominda leads the way to and into the tavern. It is a taproom and cheap inn built right on the docks and covered in barnacles below and peeling white paint above. A burly, no-nonsense matron, runs this favorite local watering hole, decorated with the nautical trophies. The head of an enormous swamp barracuda hangs above the bar. Jominda looks around and lets out a sigh, but it is already too late.
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Jominda elegantly skips answering the question. "I know a place where you can hire people who do such shit for a living. I'm relatively new to the business, but the Old Fang in the docks is a place where hardy folks look for their next job. Mostly sailors or dock workers, but hanging out there got me this job, so there might be others eligible there." Mumbling under her breath she adds to herself "...and hopefully she isn't there." "There are other places of course, but when I went there, I backed out immediately. Unpleasant food and unpleasant folks. I can't imangine anyone but people unable to work or incompetent thugs and cutthroats to hang out there voluntarily."
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
"By the way who is coming along to take that mysterious stranger down?" Jominda inquires. "I mean it's clear that we have no army for support, but you and me and Zarque who looked a bit out of his depth at the last encounter might be a bit too less if we confront the head behind all this." "I expect more than a good at heart house maid and half a dozen unprepared pushover guards when we enter there."
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Stat: 4d6 ⇒ (4, 1, 2, 4) = 11
Looks like min/maxing for the next character.
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
We'll see what DM thinks about it on Monday. But what do you think of it? I'd slap on GunSlinger. So on top of throwing bombs Jominda would shoot. Of course if seperated charachters are the preferred way to go, Jominda could call in her twin sister Jolanda who is a gunslinger :D
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
As we are playing with "a twist", how about we do modified gestalt rules. Just slap the complete stats of another class on our characters. And then count our character as two. Two sets of HP, two sets of saves, two initiatives, two of everything. What do you think?
Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
What are we going to do about the lack of players that actually find the time to chime in? The game is for a party of 4 and we're at a serious disadvantage in the action economy with only two people. One failed save against a spell that takes you out of the combat for a few rounds and it's game over.
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