Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
GM Crunch wrote:
Nothing here from me. I would like to work on some spell templates though. Trying to figure out the fireball dimensions was a bit tedious, but that's on me. :D I need to have some basic cones, squares, etc. built to speed things along.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren will utilize his silver tongue to make his downtime earnings roll. He has the feat 'Bargain Hunter', which allows him to use Diplomacy when making a Downtime check to earn income. Expert skill check using Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20 Yes, thank you GM Crunch! That was a fantastic game. I truly enjoyed how smoothly it went. Thank you gang, too, for the great roleplaying experience. I hope to game with you all again soon.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
As Sebnet addresses the team, Ezren bows gracefully to her. "Greetings esteemed and honorable Vash-Vatam Sanserkoht. Yes, we have indeed met with success. We have successfully recovered a great many artifacts, books, and journals from the guilty party. Unfortunately, the perpetrators were conducting foul experiments and met us with lethal force. I regret to inform you that not all of the enemy combatants survived, to which I do humbly apologize and offer my sincerest regret. I wish that it had turned out differently, but such is the nature of investigative adventuring that accompanies the role of a Pathfinder." offers the wizard.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"Bijan, this cavern and tunnels is quite elaborate. We noticed other avenues we could have pursued. What else are we leaving down here that could wreak havoc if left unchecked?" asks Ezren.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren winces quite a bit when Valeros pats him in appreciation. "That, my vigilant friend, was too close for comfort. Those beasts are not to be trifled with." offers the wizard solemnly. Ezren looks at his gear, seeing acid burns in some of his nicest finery.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren will continue to be cautious, keeping his distance from anything that could possibly harm his feeble frame. He conjures a ray of frost and directs it at the remaining enemy creature. Spell Attack Roll: 1d20 + 11 ⇒ (14) + 11 = 25 Frost damage: 3d4 + 4 ⇒ (2, 3, 3) + 4 = 12
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
GM Crunch wrote: Yeah, that'll do it. Run, then it's I did a bot on the movement of Meresiel based on your approval GM Crunch. Seeing his comrades clear the area, Ezren drops a hellish ball of flame directly between the two groups of slimy creatures. As the pea-sized spell hits the sludge, it explodes out into a fiery blast of super-heated air and searing flame! Fireball damage: 6d6 ⇒ (5, 4, 5, 2, 3, 3) = 22 "Take that you unnatural fiends!" shouts the wizard, barely heard above the roaring of the blast. I believe it will strike each of the 5 split creatures. DC is 21 vs. Reflex.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"I've got more than enough fireballs to blast these foul creatures. I just need everyone clear of the blast zones!" shouts Ezren to the rest of the team.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"Amiri! Meresiel! Get clear of those things as quickly as possible. I'm going to drop a fireball right between them, so it's going to get very hot, very fast! Get clear!" As a Free Action, Ezren will drain is staff using Arcane Bond to get his Fireball back. I will use my 3 actions once I see Amiri and Meresiel post.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren, from a relatively safe distance (he hopes), fires several arcane bolts at the pair of oozes near Kyra. 1d4 + 1 ⇒ (1) + 1 = 2
He fires at Yellow until he either runs out of missiles or it goes down. Any leftover missiles go to Green.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Starfinder gives you a lot of ways to improve your AC. If you are willing to pay for it, the AC boosts are quite significant. The parity in 2e, as you indicated, stays consistent as you go up in levels, giving very little leeway to rise above the imposed limit. Even the debuffs and buffs only last a short period - usually a single round. This is the first higher level mod I've been in. The lower levels seem to be okay so far for our group.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren, having been walloped twice in a row, is starting to feel a bit woozy. He decides that discretion is the better part of valor and decides to vacate the area. Escape the Grapple: 1d20 + 11 ⇒ (12) + 11 = 23 Having escaped (presumably), Ezren will move quickly away. "Careful folks, that beast packs a punch and I'm no longer its target!" shouts the wizard as he's running away.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Dang! That's 2 crits in a row for that nasty ooze on Ezren. I am really not liking the AC vs. enemy + to hit in 2e. My guess is there is at least a 25% chance or better for a crit on me and my AC is on par with most of the rest of the other PCs. Just seems weird. Not much you can do to elevate AC and the debuffs, if you can land them, are only -1 or -2.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
JW Pregen wrote: "Ezren, will that thing burn?" "Kill it! Kill it with fire!!!" shouts Ezren, clearly not happy with the recent turn of events and the amorphous blob that is currently in the process of clobbering him! Not sure about fire. The last ooze-like thing could be harmed by it. Not sure this is the same one I identified earlier or not. I need an action to identify and thought of some other things to do instead. :D
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren finds himself struggling against an effectively nasty blob of ooziness. He jerks his body away from the appendage in a horrified motion of disgust and terror! Escape attempt: 1d20 + 11 ⇒ (20) + 11 = 31 Escape Attempt Summary:
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
This should be enough to get me free. If I crit success, does the 5' stride cost another action? I don't think so, but checking. If not, I will move 5'. Now free, Ezren will cast a defensive spell in an attempt to keep the ooze busy. Cast Mirror Image. 3 images now appear beside me. Mirror Image effects:
Mirror Image (illusion, visual); Cast [two-actions] somatic, verbal; Effect Three illusory images of you swirl about your space for 1 minute, potentially causing those who attack you to hit one of the images instead. Any attack that would hit you has a random chance of hitting one of your images instead. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn’t critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends. "Meresiel! I'll distract this thing but I need your help disabling it! Post haste!" shouts Ezren.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Kalderaan Pre-Gen wrote:
As Ezren realizes this is going to take some time, he quickly casts a Shield spell while he considers what to do. Moved 2 actions. Shield cantrip = action #3. I will work to disable the device next round.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"I'll handle the machine! Everyone else focus on the enemy combatants!" shouts Ezren, hoping his telecast doesn't make him a target! Ezren pushes his aging body as he hustles over to the slimy contraption. He scans his memory of occult lore, hoping something makes sense of things. Double move to get to the machine. 2 actions. Am I doing a single skill check for 1 action here or does it take extra time?
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
GM Crunch query: Ezren packed a lot of punch into that one action focus spell. I would like to use a Hero Point to re-roll that attack. If possible, here is my new roll: Hand of the Apprentice on GREEN: 1d20 + 11 ⇒ (15) + 11 = 26 Damage was 17 with 6 of that being from Fire.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren, seeing the battlefield relatively clear, decides to open up with a hellish blast of fire, hoping to engulf all of the enemy combatants! I will place my fireball behind and to the left of BLUE. I marked the spot of origin. It is a 20-foot burst, so it should get all 3 and avoid any of us. Fireball damage: 6d6 ⇒ (6, 1, 2, 6, 2, 2) = 19 21 DC Reflex save for 1/2 damage. Hoping to end the fight quickly, he elects to use his Hand of the Apprentice instead of move to a safer location. He targets the lead combatant, bespells the weapon, and hurls his staff! Bespell weapon with Fire Energy. This is a Reaction. Spell Attack roll for Hand of the Apprentice vs. GREEN: 1d20 + 11 ⇒ (9) + 11 = 20 Staff strike: 2d8 + 1d6 + 4 ⇒ (3, 4) + (6) + 4 = 17
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"I advise avoidance if at all possible. I agree we should pursue the alternate pathway as you advise Valeros." offers Ezren. Turning to Fumbus, "I don't specifically recall any weaknesses or immunities per se. My guess is that fire would do normal damage. For weapons, bludgeoning is the only recommended methodology."
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren shares his findings with the team, especially about the black pudding and its dangers. "Sorry, but my quick estimate on the ring was inconclusive. I could take some more time maybe to work it out if you all feel it would benefit us." offers the wizard. "Regarding the black pudding, can we circumvent it and go another route potentially? I'm good either way, but be warned about the hazards related to the weapons."
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Good gravy. Assurance in 2e is downright terrible. I realize I had/have a 75% chance with a die roll to beat the Assurance set value. Can I/Should I roll on the ring or let it go?
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren taps his chin and ponders the mysteries before him. First, he looks at the ring, attempting to discover its potential. Ezren need not fret, as he has assurance in his magical training. Ezren chooses to take a result of 19 on his Arcana check. Second, he observes the blog, working out where he's read about it before. Occultism skill check to identify blob: 1d20 + 11 ⇒ (16) + 11 = 27
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
GM Crunch wrote: Looks to me as if anyone Following the Expert is doing the same exploration tactic as the Expert. Agreed. It is my belief that we would be better served doing a lot of different modes of exploration instead of all doing Follow the Leader for stealth. Unless we know we are trying to get past something, we can have 6 people doing 6 different things.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
If we Follow the Expert for stealth with Fumbus, we have to do it in lieu of other exploration tactics. I suggest we do a combination of different tactics such as several searching, some stealthed, etc. I like Investigate and Detect Magic as well, considering we are facing potentially magic foes based on the statues that attacked us. I will do Investigate or Detect Magic. Thoughts? As they prepare to enter the shop and the trapdoor, Ezren casts a few spells to start. The first is a Light spell on his spinning Aeon stone. The second is a defensive spell on himself, giving him Mage Armor. As they are long-lasting, they should suffice for the duration of the day.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren's eyebrows shoot up and he whistles softly at the tremendous athletic display. "Prithee share with me your diet good warrior. Your prowess is astounding!" offers the wizard to Valeros as he makes his way into the opened doorway with the rest of the team, his staff at the ready.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"Many thanks for your valuable information Master Igrigi. I must ask, do you have any additional information specifically about the Ohrlavis or their establishment, namely, the Wishful Cures? If we are to journey there and investigate, it would do well to be thoroughly prepared, wouldn't you say, good sir?" offers Ezren. He respectfully eats with the others, taking care to mind his societal expectations in such a fine dining establishment. Upon the conclusion of dessert and small talk, Ezren will accompany Igrigi and the rest of the Pathfinders to obtain the information about the Wishful Cures establishment, including where it is, as well as its owners.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Kalderaan Pre-Gen wrote: Ez does. +13 for Society and Arcana Ezren will pursue the Arcana lead and use one of the letters of introduction to do so. +13 skill, +2 bonus with letter = +15
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
"I did find this rune inscribed upon each of the statues, just on the back of their heads. I suspect it was a triggering rune, but I cannot decipher the specifics. I was hoping you could shed some light on it further." offers Ezren as he shows her a sketch of the rune.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
GM Crunch wrote:
"Any respite and sustenance will be greatly appreciated, kind host. By the way, are your archives usually so hostile to outsiders? While our lodge is protected, it is not usually so...aggressive. Mayhap we committed a faux pas or accessed a forbidden area? If so, we humbly apologize." offers the wizard as he recounts the episode of attacking statues. "Unfortunately your animated protectors are but debris at present."
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren nods to Valeros. "Wise words stalwart soldier. Indeed, something is amiss here. It is unlikely that statues in a Pathfinder Lodge simply come to life and batter any nearby pedestrian. Investigation is certainly in order. I suggest we search the statues themselves for clues as well as continue our scholarly pursuits in this area." As things get organized, Ezren will give the statues a once over before heading off to pursue other objectives.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Seeing Mereisiel break the armor of the foe, Ezren launches another Ray of Frost at the crumbling statue. Spell Attack on Red Statue: 1d20 + 11 ⇒ (7) + 11 = 18 3d4 + 4 ⇒ (4, 3, 4) + 4 = 15
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren launches another Ray of Frost at the nearest statue. Spell Attack on Red Statue: 1d20 + 11 ⇒ (17) + 11 = 28 Damage, Ray of Frost: 3d4 + 4 ⇒ (2, 2, 4) + 4 = 12 Frustrated at the toughness of the foe, Ezren will take a moment to attempt to ascertain the nature of his foe. Arcana check: 1d20 + 13 ⇒ (6) + 13 = 19
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Kalderaan Pre-Gen wrote:
I realize I have 1 more action available. Can I try to identify the creature and any weaknesses? What skill is needed for this monster?
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Hoping Valeros has this well in hand with his slicing and dicing, Ezren focuses on the statue near Kyra after hearing her shout for help. Ezren casts a Ray of Frost at the statue nearest him. Cast Ray of Frost at Red Statue: 1d20 + 11 ⇒ (15) + 11 = 26 Damage, if hit: 3d4 + 4 ⇒ (4, 2, 1) + 4 = 11
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren, hearing clashing sounds nearby, heads for the nearest confrontation. He hustles as quickly as his tired legs will take him. As he approaches the elevated railings near Valeros and his recently righted bookcases, he sees the cause of the din. A statue come to life?!? Thinking quickly, Ezren launches his staff using a clever focused attack he learned as an apprentice. The weapon hurls at his foe with tremendous force! Cast Hand of the Apprentice, Focus Spell, 1 Action: 1d20 + 11 ⇒ (17) + 11 = 28 Damage from Staff, 2-Handed, Bludgeoning: 2d8 + 4 ⇒ (8, 8) + 4 = 20 Move Action, Move Action, Focus Spell Attack on Green Statue (1-Action)
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Sorry for the delay. I had to look up 2e Aid Another rules. They are very...different than 1e. Seems better to just try on my own with the high DC levels. Having walking with Valeros across the complex, Ezren steps out and into the next room filled with more bookcases and study tables. Pulling on his knowledge of the Occult, the wizard works to piece together odd and peculiar pieces of disparate information, hoping for a clue. Occultism check: 1d20 + 11 ⇒ (20) + 11 = 31 "Interesting. Very, interesting indeed." muses the scholar, to nobody in particular.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Steinkrug Pre-Gen wrote:
"Unfortunately I must be quite selective in the studies that I pursue, good Valeros. I have no elven blood and my years on Golarion are stretching quite thin. If I had an abundance of time, I would study at by leisure, but alas..." begins Ezren as he pontificates on his mortal coil. As Ezren sees Valeros casually lift the bookcases with apparent ease, he reacts quite excitedly. "God's teeth man! That bookcase must have weighed hundreds of pounds. You lifted it with ease!" offers Ezren, clearly impressed at the feat. He simply shakes his head and offers his leave of Valeros. "You obviously need no further aid. I will be off then." Ezren makes his way to a room more suited to his skills and aptitude.
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren nods as Sebnet states the obvious fact. He looks solemn as the task of rebuilding seems monumental at the moment. But no time for being melancholy. Fumbus speaks, breaking Ezren from this thoughts. He cocks his head at the question. He quietly asks Fumbus, "Do you mean Durvin? Durvin Gest?"
Ezren | Human Wizard | HP 53 | AC 21* | Perception +9 | Saves: FORT +10 / REFLEX +12 / WILL +11 | Spell Attack +11 (DC 21) | Spells per Day: 5/3/3/2
Ezren nods at Valeros. "Thank you, my friend." offers the wizard, nodding at Valeros. "I would be more than happy to elaborate further on our mission at hand." Turning to Sebnet, Ezren offers a greeting in line with her background and society. He ponders the intricacies of proper etiquette to ensure he doesn't slip and deliver a faux pas. Society check: 1d20 + 13 ⇒ (14) + 13 = 27 I also have Courtly Graces "Greetings esteemed and honorable Vash-Vatam Sanserkoht. I am Ezren and these are my colleagues from Absalom. We have traveled long and far to seek an audience with you at the behest of our Venture Captain Kreighton Shaine. We hope our meeting proves to be mutually beneficial as Master Shaine offers information you seek. In exchange, we seek your aid in recovering information in your archives here in Quantium. We humbly beseech your hospitality and assistance to fulfill our quest." offers Ezren in a most diplomatic manner, bowing respectfully at the beginning and end of his oration. Diplomacy check: 1d20 + 9 ⇒ (14) + 9 = 23 "I believe a member of our group has the information in the form of a gem that is to be proffered to you." offers Ezren as he looks to the group to produce the sapphire.
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