Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
Put me down for a probably on the next one - I'm not 100% sure yet if I will have the time, but please keep me in the loop. As a programming note, if you decide to run the Dalsine Affair I will have to miss out, as I have already played it with another character. Still, don't let that stop you, as that was a great one!
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
Loram frowns at Contilo as the halfling makes his way up to end the guard. Was that really necessary? How quickly this one rushes to kill a foe I thought was subdued... Enough! No time for philosophy, Azur. We must question this Ness fellow. He strides over to the group's captured foes. He is about to reach for the pockets of the one he guesses is Nessian when he stops, takes a step back, and wiggles his fingers in the general direction of the man. Loram then goes systematically through the pockets of the group's captured foes with his mage hand, looking for the lost codebook.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
Once the third guard leaves his post, Loram moves casually out from behind the boulder and moves up to Belvica and Telurion. Greetings, travelers! I was just passing by and saw this most interesting tower. Have you any idea of its provenance? He stands with the two front-liners between himself and the tower, engaging them in small talk as he tries to watch the tower without being noticed. Bluff, if needed: 1d20 + 1 ⇒ (13) + 1 = 14
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
Loram hollers at Telurion, They're on both sides of you! and carefully points his right index finger at the operative behind Telurion. acid orb!: 1d20 + 2 ⇒ (5) + 2 = 7
Hmm...I hope that didn't burn the organ too much.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
I assume these things are undead, and thus require KN(religion) to identify? If so, did Telurion learn anything? I have Kn(arcana): 1d20 + 7 ⇒ (11) + 7 = 18 and Kn(planes): 1d20 + 8 ⇒ (20) + 8 = 28, but I assume those are not applicable. While his unseen servant plays a simple, bludgeoning "tune," the Professor tries flinging a blob of acid at one of the remaining Black Echelon warriors (I'll go for the one facing Telurion if it is not already out of commission). ranged touch attack: 1d20 + 2 ⇒ (12) + 2 = 14
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
The Professor continues to fiddle with his string and stick. Keep it up, maestro! GM:
I searched briefly for an answer to the question of whether I need to make a check for the unseen servant, but did not find anything. It does not have stats (other than a Strength of 2 for encumbrance purposes), but I am happy to make an unmodified roll: 1d20 ⇒ 17 if you think that makes sense. perform(keyboard): 1d20 + 1 ⇒ (11) + 1 = 12 I believe the servant should be able to keep playing, as it "repeats the same activity over and over again if told to do so as long as you remain within range," so I will start shooting in Round 3.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
The wizard rubs his chin for a moment, then announces, I have a way to play the keys! Loram then rushes toward the organ, drawing a string from his pocket, around which is tied a small piece of wood. Intention here is to have an unseen servant try to play the keys. Since I can only control it within 25 feet, Loram will move just close enough to allow the servant to play the keys. Correct me if I am wrong, but he should be able to attempt to play three keys a round, since the servant can only do something that requires up to a DC9 skill check. Does this make sense? If not, I will just shoot some bolts or acid orbs at some things.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
Oof - family time takes up much of my weekends as well. I will consider what to do about the organ and try to post either tonight or in the morning. If you need to run my character for me to move things along, Loram will stay on the ground. He can use mage hand, unseen servant, and his raven familiar to try to help play the organ (although I do not have any applicable perform skill either - where's the bard when you need one!). If others have that covered, he will shoot acid orbs at bad things.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
The Professor furrows his brows and slowly passes his hand in front of the safes. He stops, gives a quizzical look, then turns to Contilo. Contilo - it seems that I have not prepared my detect magic spell today. Are you able to scan these objects for signs of arcane tomfoolery?
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
The professor grumbles before firing off another blob of acid. touch attack: 1d20 + 2 ⇒ (6) + 2 = 8
The orb hisses harmlessly through the fog. HA! That'll teach ya!
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
No worries. As long as you have a critical mass participating (and you did) I would rather the scenario move along rather than it getting held up because a couple of us don't get to post on a certain day.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
The Professor stays just behind Telurion, waiting to see what sort of reaction they get from the thugs. Do be reasonable, gentlemen. I have seen Mr. Andoren when he is in an ill mood, and it tends to lead to ill health. We mean you no harm yet. aid telurion (diplomacy): 1d20 + 5 ⇒ (9) + 5 = 14 I don't imagine we are close enough for me to use mage hand to see how to open the chains and to possibly snag the keys to the old men's chains, is it?
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
The Professor (and his raven) listens intently. It even seems as though the raven is leaning forward to hear the conversations. Let us waste no time if this man is in trouble. knowledge(geography): 1d20 + 7 ⇒ (11) + 7 = 18 I have not been in Absalom long, so I know the general direction, but I do not know the way for certain. Unless one of you knows the way, perhaps we can ask directions from...er...someone, er...helpful.
Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3
Those of you near the door hear a distinct cawing as the door creaks open once again. In steps a lanky, well-dressed gentleman with a jaunty felt hat atop his head. Doing battle with the hat is a fidgety raven that no doubt was the source of the cawing outside. His sharp ice-blue eyes pick up the other Pathfinders as he enters the meagre pub. He greets Contilo on the way in the door. Well met, friend! Fine Absalonian weather today, eh? Don't mind Harry here; he's not used to such places. So, where do we find this Gill character? The Professor orders a pint before joining his new companions in working the room for information. diplomacy to gather info on Gill: 1d20 + 5 ⇒ (8) + 5 = 13 |
