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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 "Come here you poor dead thing! I've not the means to save your soul, but I can free you from these shackles at least." The half-orc approaches the zombie and throws another alkahest bomb. touch: 1d20 + 4 ⇒ (14) + 4 = 18
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 Earlier perception: 1d20 + 8 ⇒ (17) + 8 = 25
Lanz points out a series of (were?)bat-themed caved drawings to his companions, hoping they can make sense of them. ------------------------------ Noting the undead abomination, Lanz hastens into the room and then snaps a alkahest bomb from his hands. prone, 2nd range increment: 1d20 + 4 - 4 - 2 ⇒ (10) + 4 - 4 - 2 = 8 vs. touch The bomb scatters unhelpfully, missing the zombie - but neither does it harm anyone else. 1d8 ⇒ 7
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 "We also have some medicines and magic of the outside world, which may be of some small utility to your tribe - things to supplement the deft magics which you already employ to heal your own." the alchemist suggests, mildly.
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 Hardly able to keep up with Bardiel's impressive performance, Lanz does his best none-the-less, bringing down his flail. 1d20 + 4 + 4 + 2 ⇒ (15) + 4 + 4 + 2 = 25
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 [ooc]I moved red out of the grease. Lanz moves up, pulling a flail as he does so, and then attempts give the man a well-earned lesson in humility. 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 "Those are rather exquisitely large specimens. However, let's save the study, no?" Lanz flails at a strige with... well, a flail. blue: 1d20 + 4 ⇒ (9) + 4 = 13
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 fort: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26
During the travels - which Lanz accepts readily, having lived in such harsh environments most of his life- the half-orc tries to earn his namesake and apply the healing arts to his companions. heal: 1d20 + 8 ⇒ (3) + 8 = 11
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 Lanz, slightly annoyed at being ignored, repeats his question. "What, if anything, can we bring the elves that will win their favor and, perhaps, make them ever so slightly less likely to shoot us?" He directs the question to Mitarat in particular.
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 I'll add 30 gp to the guide pot, 6 gp on food, and two more vermin repellents (I already had two ). No more money :) "Is it useful to secure some manner of gift or offering for the Ekujae? Tools, or some other token of civilization that they might be grateful for?"
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 Take 10 on craft alchemy for 22 day job
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 A plain but well-equipped half orc of moderate size nods towards his companions. "Greetings. I am Lanz, originally of Oenopion, although I am extensively traveled. I specialize in alchemical arts and... ah, physical security of archaeological sites. I am occasionally known by the appellation "the Barber" for my skills in surgery. local: 1d20 + 4 ⇒ (3) + 4 = 7
Lanz comments after observing the map and hearing the tale. "We should take care in our travels; heat is a danger, and the insects of the area are known to carry malaria and similar diseases, especially near stagnant water. Likewise, we may encounter quicksand or other dangers which nearby ambush predators using such terrain to their advantage. Horses and most other large mounts are, of course, useless in the terrain. I might be able to prepare unguents to dissuade insects from attacking, but the suggested guide may in fact be wise for this expedition, as they would be familiar with the other local dangers." "I will note, as a physician, that the plants here have various narcotic or medicianl properties of note, and are highly valued among certain select groups. Any expedition may be sweetened by acquisition of such botanical treasures, if we do not alienate the locals in the process. "
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AC 18, T 12, FF 16 |HP: 19/19 | F +7, R +7, W +3 (+2 vs poisons) | Init +2, Perc +6 (+11 vs. traps) |CMB +3 CMD 15 | Bombs 5/5 DM DoctorEvil wrote: The ideal applicant would possess the ability to pick locks and/or find and disable traps, as that has been a sticking point in several adventures. The second spot is a little more fungible, but a healer type or hard-hit A half orc saunters into the lodge, his skin well tanned by the sun. "I heard someone around here was looking for someone good at fixing broken things - and breakin' em." Looking to fill the trapbreaker roll. Profile is a little out of date, will update tonight. |
