Kullen

Jorgo's page

85 posts. Alias of Airon87.


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hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Honestly, I'm getting lost. Is the "heated conversation" you mention in the last spoiler adressed to Jorgo the same one Sigrun and Seila are witnessing? If that's so, where is it happening? why are we going forward instead of going back where we came from to regroup? Did Jorgo see anything else when he scouted the surroundings of the Lodge(he circled arond it)?


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

The enlarging spell wearing off, Jorgo feels weaker, but still galvanized by the mutagen. “Aah! Thank you, father!” says to Kirridell when the priest emanates healing energy.

Seems ta me searching this place here can be a good idea, but I get your fear of other intruders of the rather… thin variety.” Jorgo nods towards the skeletal remains. “I wanna see if there’s anything outside ready to do nasty business.

The half-orc gets out of the door he just came in and starts circling the lodge clockwise, looking for signs of perils.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

wait, wait... why does your armor affects divine magic? The chance of spell failure only applies to arcane magic... granted,the 2 hp aren't much, but better than nothing!


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo listens to the guy he just rescued “Could’ve told me before, you smartguy!” he swaps weapon, grabbing poor, unlucky Votun’s Morningstar to attack the skeleton.
______________
Sorry for the previous round
- move action to draw Morningstar
- standard action to attack

morningstar attack, two-handed, still under mutagen: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 6 ⇒ (8) + 6 = 14 yes let's waste the perfect roll on the 5 hp skeleton, I like that!


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

I feel ok going back to Medium this round. You already gave me an extra Large round for the table stunt, that's enoungh.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

So I'm still Large then? Good. Gooood...

Feeling his enlarging effect coming to an end, Jorgo, still under the effect of the cocktail of potions, is now completely lost in his altered frame of mind. Gone is subtlety, and finesse was never there.

What is in fact there, is furniture. Jorgo grabs the nearest piece of furniture he can and hurls it at the skeleton that just appeared.

Move action to grab chair/table/anything, Standard action to make an Improvised weapon ranged attack (no penalty because of Throw Anything)

1d20 + 1 ⇒ (12) + 1 = 13
if that is a hit, damage should be whatever dice you decide, most likely 1d4 or 1d6, +5 Strength


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Enlarge Person lasts 1 minute, or 10 rounds. I think I'm good for a few seconds still. Mutagen and Disguise into boogeyman lasts tens of minutes.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Fellas, you better follow Lady Sigrun an’ the good father or I’m gonna come down there! Move, fellas, move!” growls Jorgo down the hole in the floor. While his two companions perform the rescue he keeps a lookout and from time to time crashes his axe on a piece of furniture or screams a random monster sentence, just to avoid any bandit getting their courage back – he’s enjoying himself immensely.
Raaargh! Not a thing in tha world that tastes better than fresh human limbs! Raaargh!
Imma smash everything in here! I’ll tear down the damn place!

Jorgo takes an active interest in the noises outside – while Sigrun and Kirridell rescue the others, he’ll venture looking out of the windows.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

What’s that?” screams Jorgo pointing at the ground “Y’all better be talking now, or you’ll be keeping company to some spices in my belly tonight!” Jorgo exhibits his scariest, toothiest grin “What’s that noise? Whatcha keeping down there?

the following happens only if the floor is reasonably weak, like wood. If it’s stone, forget it.

Barely waiting for answer, Jorgo lifts his axe and crashes it down onto the floor - or a trapdoor, if there's one visible.

I guess that would be... Sunder on the floor?

dmg: 3d6 + 7 ⇒ (5, 1, 6) + 7 = 19 (before subtracting hardness)


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo, still alchemically enlarged, lets go with one hand the ginormous battleaxe he is holding.
He squats and grabs the nearest corpse he just produced. “Tha’s what happens to the fools who get in my way!” he says lifting the corpse “Do you still want to face me? DO YOU?” he slams the corpse near one of the remaining bandits, then lifts his axe “I ain’t waiting no more. You’re next!” he says looking at another bandit.

Intimidate: 1d20 + 13 ⇒ (12) + 13 = 25
If they are so scared they give up, good. Otherwise, I believe that’s shaken for them.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

I am waiting for Kirridel.

Anyway, Jorgo will try to Intimidate into submissions the remaining bandits - not demoralize them, but making them actually stop fighting.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Fine. The least I can do for Jorgo is to let him finish his first hulking out :D


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

I actually vote to drop the campaign. GM style was fine in the beginning, then maybe you stretched yourself too thin but frequency and size of the posts dropped significantly, and a game can't really be fun with one update a week.

We lost Votun, we probably lost Colbert... I am enjoying Jorgo, but waiting for recruitment will further slow the pace. I don't think that's a wise decision.

Sorry, but my vote is to stop here. Thanks for getting us so far Pending.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

In his alchemically altered state, Jorgo is enjoying the sensation of power What would have said the Green Ogre, that character father was fond of... what was his ah yes JORGO SMASH! he shows his teeth in an evil smile. He looks in the eyes the biggest and toughest-looking of the bandits, the one that wasn't so shaken at his big entrance.

"Look at them juicy limbs on you. Imma eat you first!" that said he hacks at the bandit with his axe.

1d20 + 4 ⇒ (16) + 4 = 203d6 + 7 ⇒ (2, 3, 5) + 7 = 17


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo Initiative: 1d20 + 4 ⇒ (12) + 4 = 16


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo cracks his neck and grabs not, one, not two, but three vials from his belt. He gives his companions time to move near the windows and their favorite entry points. Then, hidden behind the well, drink his two of his three cocktails. He immediately feels his appearance shift a bit and his muscles grow thicker, while his mind gets numb and less refined: where there was cunning, now there’s mostly fury.

The beefed up alchemist gets close to the door, drinks his third extract. Just when he feels his size magically increasing, he slams it open with a kick and announces himself with an inhuman scream and a fire bomb.
KNOCK KNOCK!” he roars at the top of his lungs “You thought you could bring havoc to my forest! YOU FOOLS! This are MY WOODS! Get out, flee while you can or I will feast upon your marrow! ” he ends his show by grabbing his enlarged axe and hacking violently at the nearest bandit.

rolls:
so, first of all, Knowledge (local) check to remember a tale about a local boogeyman. Something the mothers use to keep the children scared, that most people growing up in the area would know, although maybe not quite believe in.
knowledge: 1d20 + 4 ⇒ (17) + 4 = 21

let’s give the others time to position themselves

Then, drink disguise self extract, trying to disguise myself as the aforementioned boogeyman.
disguise: 1d20 + 11 ⇒ (7) + 11 = 18

now drink enlarge person, slam the door open and throw a bomb, just to add to the chaos. If it hurts someone, all the better.
bomb attack: 1d20 - 1 ⇒ (4) - 1 = 31d6 + 2 ⇒ (3) + 2 = 5

and finally the centerpiece
intimidate: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26 + eventual bonus from the disguise and bomb ruse

Jorgo is now Large, disguised as a monster and made feral by the mutagen. His strength is 20.
axe attack: 1d20 + 4 ⇒ (10) + 4 = 143d6 + 7 ⇒ (2, 3, 1) + 7 = 13

I would like to pointout that Jorgo, on a super-lucky strike and critical hit, has potential to deal 75 points of damage at level 1. While being a half-caster and with no outside buffs nor magical items. Yay for underpowered alchemists.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo looks at his companions, then at his formula books, than at his companions again.

"You know... all this talk of winter monsters and whatnots kinda gave me an idea." he opens up his formula book, where a crude charcoal sketch illustrates the formula.
"You've all seen me yesterday with the mutagen. I get bigger, stronger, nastier. Gorged muscles tend to do that. Now if I were to cobine it with this..." he points at the sketch of a person turning into a giant (for those who have spellcraft enlarge person) "...and we throw in little disguise to make me even uglier than I am..." he points at another formula (for those who have spellcraft disguise self) "...I think that old Jorgo can get so big and nasty to attract a lot of attention on himself."

He closes his books "Needs a bit of preapration of course, but can turn in handy if you folks need to escape with that Lady or sneak in somewhere else with the attention is on me. But you gotta tell me first if you want to do that... because I only have enough catalysts for two extracts, and making those two means I don't get my daily drink of ass-saving from big nasty wounds..."

The above described combo makes me very tough and very scary (+12 to intimidate and disguise self into something even uglier, useful to make some mook flee in terror). It's just an idea of course, if you think it's unnecessary I'll prepare cure light wounds as a safety measure.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo will drink his extract of cure light wounds before going to bed.
Also, he will try a Heal check to help in the next save against Malaria. He asks if someone woants to aid with the Heal check, or if someone is better than him.
Heal: 1d20 + 5 ⇒ (8) + 5 = 13 +2 if someone aids, or +2 to someone else (Kirridell most likely) who has a higher score

The next morning, with the very first lights of the dawn, Jorgo wakes up. He mixes his mutagen and his bombs, then warms up instant coffee (one of the many tricks up in his alchemical's sleeve) for everyone.
"So, dawn is here, and according to these idiots this should be the best moment to take the fort. Shall we go and see what we're dealing with?"


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo looks at Kirridel a bit offended “I ain’t killin’s them in cold blood, father, come on! I’m handy with a cleaver, that does not make me a butcher!” he pushes Kirridel on the shoulder, half playfully half annoyed “Sure wish we could bring them to prison, but that ain’t happening either.” he adds, making sure the three prisoners can’t hear him.

Judging from the smoke, that place is not far away. We can leave these idiots here tied up in their tents, go do our business at the fort. When we come back, we bring them to the guards or we set them their own way with a healthy scare. Either way, I’m fine.

So, should we rest for the night an’ try to take the place at dawn? Do we trust this guy?


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo holds the bandit by the earlobe, squeezing hard with his strength enhanced by the mutagen.
"I reckon they won't last long, father - even less is you rip them ears off!" he jerks violently the ear of the bandit.

"Answer the good father, man... and you get to feel warm once again - in a Taldan prison, that is, but still warm and with both ears."

I'd go with Intimidate at this point
1d20 + 8 ⇒ (2) + 8 = 10 oooh f**k you!


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

word of advice to Kirridell and others: Jorgo's concept is that he's from a family of barbarians but he cannot rage, so he turns to the mutagen as a "synthetic rage".
So even if he still has Int 14 while under the mutagen, I'm playing him much less restrained and much more violent as long as the mutagen lasts.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo is NOT happy. He looks at the empty vial of mutagen in his hand, and squeezes his eyes, trying to concentrate as all the blood flows from his brain to his engorged muscles.

Great, old man. Just great.” he says polemically to Votun “Not only I didn’t get a chance to warm myself up with a brawl, but I wasted some fine alchemical work.” he throws the empty vial in the snow. “I’m all worked up for nothing! GRAAH!” he hacks with his axe, as hard as he can, at a pine truck nearby.

Uff.” he puffs after a few blows “I guess, to console myself, I can always proceed to the interrogation!” he cracks his knuckles “This fellers are kidnappers and bandits, they deserve a knee in the ribcage, don’t they?

He makes sure the other two are safely tied, then gets the toughest-looking one up. He slaps him very hard in the face “Wake up, jackass! The punch fairy came visit your dreams!


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo mutters a bit under his breath. Sending Colberg to spy before attacking, and catching the bandits by surprise with magic is a sound enough plan: but after the afternoon spent walking in the snow he wouldn't have minded a little brawl to heat his blood. "I guess we could wait for the twilight, but I'm not too keen on freezing my butt keeping an eye on them"

"Fine, fine. I'll bash them in the head, but just slightly" says Jorgo to Kirridell.

The half-orc, axe in one hand and a glass vial in the other, approaches cautiously the bandit camp.

Jorgo moves within charging distance of the bandits (60 feet) hiding behind the trees, and drinks his mutagen (+4 Str, +2 CA, -2 Int), then waits for Colberg and Votun.


Rolling stats and dotting.

2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12

that is a 6 point buy. Great.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo grabs the rope "Give me here, ol' man! If it holds me up it can hold any of you!" says the half orc, conjuring up the courage to face the ice.

"While we are at it, Votun, would you mind hitting the ice a couple of times with your magical freezing ray you're so fond of? Maybe it'll help holding everything together..."

He waits for Votun to do his thing, then he makes for the crossing.

I don't remeber what I have to roll, here 1d20, you can look up modifiers on my sheet.
1d20 ⇒ 3 Of course. Goodbye cruel world!


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Wait, wait. My idea was actually to try and fasten the rope strecthed tight between two trees on opposite sides, so you can walk on the ice while keeping most of your weight on the rope. It might work better with 2 ropes. The swinging Tarzan thing seems physically impossible unless we climb on a tree ourselves and start from a high point.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Know. Nature: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Good catch, Old man… seemed solid to me at a first glance!” comments Jorgo “We really don’t want to fall in there. With the chilling water locking up your muscles and breath, you’ll be easy lunch for the fish or whatever – I think I see something moving under the ice.

Jorgo looks around “It’s not that far… I guess we can fasten a rope to a tree on the other side, just to be sure. I don’t know, do you happen to have a small telekinetic spell ready, Votun? Or maybe the bird can lift the noose up on a sturdy branch?” Jorgo looks at his companions “If any of you is good with a bow, we can try that route too, I guess…


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

yeah, I’m not even rolling for that 39

I frightened it allright… but I’m not so sure ‘t was him I was talkin’ to just a second ago.
Jorgo rubs his nose... damn, if only I’d listened when old Marcos talked about arcane stuff…

Gods dammit! I’m sure I got fooled somehow. This lump of meat ain’t the one who was talkin’ to us… I bet there was someone playing ventriloquist or puppeteer or whatever, hidden in the bushes somewhere. And now it looks like it left us with th’ puppet and no answers!"

"Lady Sigrun, Colberg, can you take a look for weird prints around here? Maybe we get lucky… would be about time today.” he scratches one of the many mosquito bites on his neck.

So Old man, do we still have a lead, or did our very small friend cooperation stop here?


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

There are couple of things that Jorgo is sensitive about. Mainly the sharpness of his axe, the sharpness of his wit, and the belief that with enough saltpeter you can solve anything. Comments about his good looks though leave him indifferent.

He pats the long wooden handle of his axe “Sticks” he picks up a rock from the ground “and stones, my furry friend, sticks and stones.” he lets the rock fall and moves the hand away from the axe. “and fire, of course” he adds, since the creatures of this winter seem not to like it.
At least I’m not eating what I stepped on a few seconds ago. Now would you please stop with the nonsense and tell us what you know about the raiders?


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo tilts his head, trying to figure out the talking animal «No business of yours, that’s true. Men punish those of their kin who behave badly. That’s a thing for us.»
He gets closer to the stag «Now, we just had a very fun encounter with some pint-sized jokers – they were kind enough to tell us about the bad humans, after some persuasion of our side…»
Jorgo makes his menacing grin shine «I’m sure that, talking stag or hidden trickster or whatever you are, you’ll be just as wise and let us go undisturbed and well informed, wouldn’t you?»

I’m not actually Intimidating – not yet. I’m just using orcish diplomacy


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo looks at Votun while the old man interrogates the tiny fey.
Heh. The old man looks funny when he tries to be scary. But I guess knowing the language works.

The half-orc cracks his neck «Good, so now it’s finally raiders. No corpses, no bugs, just guys to hit in the head. With an axe. I like that.» Jorgo keeps listening «Of course there’s a troll. It never goes smoothly. Well, here’s to hoping we have enough fire!» Jorgo puts Feyswatter and his axe in their backstraps and takes his place in the rearguard, waiting or the march to proceed.
I’m back! Thank you for not kicking me out, master…


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Ok, GM, fellow players.

Quite to my surprise, I’ve been recently accepted into a volunteer project that will last from June 18th to July 6th. I doubt there will be much internet access where I’m going, and even then, I probably won’t have much time to post.
I have to leave Jorgo to be DMPCed until early-to-mid July. I may be able to post once or twice a week in this period of time, but I wouldn’t count on it.
I’ll leave in the PC profile a tactics and goals section, if there’s choices to be made. In the unlikely possibility that we attain a new level, I’ll post the new sheet too.

I apologize for the inconvenience.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

«Oh and now what the…» Jorgo barely sees the tiny creature. «Great. Other buggers. Couldn’t the dragon eat them instead of eyeing us?»

Jorgo grabs Kirridell for the sleeve of his shirt, dragging the father along with him «C’mon father, let’s get some cover… you’re just about frozen, they even shoot a toothpick at you you’ll shatter. That would be hilarious for a second, yeah, but I’ll miss you in the long run…» pulling the cleric, Jorgo takes cover.

«Hey… who there? We don’t want no trouble! We’re just running from the monster!»

as described, Jorgo will move behind a tree, trying to drag Kirridell behind himself; then will try to talk to the tiny creature.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Colberg and Sigrun are trackers, Votun and Kirridell are fragile. Jorgo will be rearguard from now on unless otherwise specified.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Knowledge (nature): 1d20 + 7 ⇒ (6) + 7 = 13

«Ah! Don't ask me» Jorgo replies to Colberg «Don't think I recall ever seeing stuff like that... it would give me a chill down my spine, if I wasn't freezing already.»


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo follows the trackers, keeping an eye on the rearguard.
Fort: 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17 wooof...


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

«Nay, if I remember Clancy's stories correctly, that thing might just be a pony-sized snow dragon. Of the rather dangerous sort.» Jorgo adjusts his hold on the axe, just to be sure «In another situation, I'd be glad to rid the woods of a nasty beast like that - but I'm still screwed up by those bugs, and the terrain would be all in his favor.»

«I think staying clear of it is the best course of action... just... whoever is in the rearguard, keep an eye out, would'ya? You never know this thing has an appetite and decides to follow us...»

If Jorgo is in the rearguard, assume a routine Perception check looking for signs that the wyrm is following.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo shivers as the temperature lowers.

Gorum curse me! he thinks Next time Tess offers to pay me with one of her formulas, I'll stay way from combat tricks and pick a nice "warm belly extract" or something like that. Brrr...

He then turns towards Votun «What was that? Did that bird see something?» Jorgo squints, trying to look under the snow, in the direction Votun pointed at.

I don't know if I can the eyes after Votun pointed it out. If so, here's the roll. Otherwise ignore this.
Knowledge (nature): 1d20 + 7 ⇒ (18) + 7 = 25


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo stops his axe mid-air. «Oh!» he exclaims as he sees a cable running from the chest to a nearby tree «So I guess this may be a trap… good thing the older folks are wiser and take a moment to make me watch before I hit.» he shrugs and gives a crooked smile at Votun, a bit embarrassed at his own exuberance.

«I guess we lack the time or skill to disarm it…» he puts his axe back on his back «So back to following tracks.»

I’ll have these bandits pay for taunting me into making a fool of myself, too, then…


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

«Mmm. Votun's right, we got little time to spare... but me mom always told me not to waste resources. And since no one here strikes me as a master lockbreaker...»
Jorgo grabs his axe lets it fall on the lock, then again, then again, demolishing the chest lock blow after blow.
If something inside gets broken, eh, too bad. Would've gone wasted anyway if we had left the chest there untouched.

I don't think I need to roll... Jorgo will just pound on the thing until it breaks - if it doesn't look like it's going to break after, say, ten hits, Jorgo will curse the chest and get back on track.


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

«I agree... let's move. Fast» Jorgo shakes his head, angry and disappointed «They didn't even left us the bodies to bury. Whoever did this, bandit or monster, is just begging to get his neck broken. An old farmer's family, never hurt a soul in their life... Gorum curse them - may they die of tetanus!» he grits his teeth - his everlasting grin reduced to a grimace.

Then, almost forgetting «This may come in handy» he holds up the vial «it keeps your skin warm even an ice drake breathes on you. Now, master Colberg, lady Sigrun... let's get these bastards!»

if anyone wants the potion, Jorgo is not possessive about it, just ask and I'll give it to you. Right now I'll put it in my inventory


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo holds the vial against the sun, then shakes it a bit and sniffs the fumes, trying to understand its nature.

Using the Alchemy class feature to identify the possible potionCraft (alchemy): 1d20 + 8 ⇒ (12) + 8 = 20


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Seeing that both the dwarf and the warrior woman are covering the surrounding area looking for tracks, Jorgo decides to spend his time in different way.
While combing the old farm for traces of the Dansbys, he also looks for strong alcohol, lantern oil, and any flamable substance possibly left after the ransacking.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo is doing his best to contain the flames, being the most responsible for them.

«Aye, let's hope they're still in one piece... otherwise you'll be the only old grump left in the region. We can't have that.» Jorgo makes jokes to lighten the situation, but he's actually worried Those bugs almost took down the father, and me too... I hope there's still some blood left flowing in the Dansby's veins...

if needed, Survival check to stop the fire from spreading 1d20 + 5 ⇒ (20) + 5 = 25 great, let's waste the natural 20s like that, mr Dice Roller, please...


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

mmm... wouldn't the mosquitos go for the unconscious body rather than the moving, fire-throwing one? I really thought this was the best course of action.
Anyway, with his remaining standard action, Jorgo will throw a bomb.

«Alright, let's get this over with!» says Jorgo once Kirridell is safely away. He grabs a flask, shakes it, and throws it at the swarm.
bomb attack: 1d20 + 1 ⇒ (1) + 1 = 21d6 + 3 ⇒ (3) + 3 = 6 oh this is just perfect. Sorry, Colberg...


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

really, couldn't someone who can't attack drag away Kirridell? Jorgo can damage the swarm, but he won't leave the poor father to be eaten

«C'mon, let's get you out of here!» shouts Jorgo at Kirridell. He grabs the father by the wrists and moves away from the swarm.
«I wish that damn bird of yours had more of an appetite, old man... don't birds eat bugs?» shouts Jorgo at Votun.

I have no idea what kind of action dragging someone is. I'll take my whole roundto move Kirridell near the fireplace. I didn't spend my Move action the round before (post #256) so maybe Jorgo grabbed Kirridell with that action and moving him is just a Move? I don't know. If I still have an action after moving Kirridell, I can throw another bomb...


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

Jorgo is a bit relieved at the sight of the magical healing taking place on father Kirridell – and even more so when the mosquitos fly away from the source of fire next to him. Hoping that the flame will last a bit longer, he bandages his punctures to stop the bleeding.

is the fire from alchemist’s fire going to last long, or is it going out next round? If so, Jorgo will also move next to the previously built fireplace.
Heal to stop the bleeding: 1d20 + 5 ⇒ (11) + 5 = 16 nice! do I still lose the hp this round?


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

I was less worried about him not being able to heal and more about the fact that an unconscious body is a juicy meal for a mosquito swarm


hp 6/11, bombs 3/4; Male Half-Orc Alchemist 1

«Oh this just keeps getting better n’ better!» cries out Jorgo as he sees father Kirridell collapse. «Try to get the fire going! The larger the better! We only have so many flasks of liquid fire, it won’t be enough!» Jorgo makes sparks above the dry grass and wooden fencing he and Sigrun put together, hoping to ignite them.

Unable to use his bombs with Kirridell lying at the feet of the buzzing swarm, Jorgo runs at the opponent «Spread out, as far away from each other as possible! If I fall too, retreat and try to get them to follow you!» The half-orc grunts and huffs as he gets ready to lift the body of the priest onto his shoulders.

Oh Mighty Lord in Iron please do not make me go like this... an explosion of fire, an axe to the head, a blade to the guts... but don't let me die because of f*°!#n' mosquitos!

Standard action to ignite the fireplace created in the previous round.
Move action to go near Kirridell. I should be able to go where I moved, going upleft (5), upleft (15), left (20), left (25), upleft (30 feet).
Then he will lose another point from the bleed, and pray to Gorum not to die.
Also, at Str 14, can I lift Kirridell, or do I need to drag him? My max lifting capacity is 175 lbs...

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