Harsk

Marodais's page

50 posts. Organized Play character for Mehelot.


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Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Player Name: Mehelot
Character Name: Marodais
PFS #: 122076-1
Faction: Scarab Sages
Day Job: mortician

Scarab Sages

I'd like to play with poor old 1-XP Marodais, who so far has only participated in #3-05: Tide of Twilight (PFRPG) ;)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Thanks Lithrac!
I had a lot of fun ... just too bad that our comrade is still sick in the hospital :( Hopefully, he will be back on his feet soon.

So... what now? :D

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I say, that grease spell is pretty powerful O_o

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais is happy with the Situation as is ... he is having trouble averting his gaze from the hovering piece of bark.

Finally, he gives Lord Anubis' guidance to Castien once more, keeping his prepared spells for an unforeseen emergency ... to Marodais' knowledge, portals are made for creatures to come through. And that goes twice as much for portals glowing with magic energy.

Castien receives +1 on his next skill check, attack or saving throw. Then Marodais moves a bit further back.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Question: Do morale bonuses/maluses stack? I thought there was a rule like that.. at least I think there is a type of bonus that regularly stacks and I thought that might have been morale?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I'm sorry, will do that next time. DC 14 is, unfortunately, correct. Also, I rolled a d6 instead of a d8 for CLW on Cha-Ka ... fortunately, that was enough :)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Of course, Marodais obliges Cha-Ka and heals him with his own wand before the group enters the maze.

cure light wounds on Cha-Ka from Cha-Ka's wand: 1d6 + 1 ⇒ (6) + 1 = 7

Entering the druids' inner sanctum, he focuses on the feelings of dread that Lord Anubis creates in mortals. With a silent prayer - and considerable effort to keep the intruding bestial thoughts at bay - and the appropriate gestures, he channels the feelings at the North-Eastern druid.

((casting Cause Fear))

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais practices as a mortician, specifically as an embalmer. For those of Osirian faith, he performs the rites according to the teachings of Anubis, ensuring that the deceased are well protected on their journey to the underworld.

Profession (mortician): 1d20 + 7 ⇒ (20) + 7 = 27

For some reason, there seem to be a lot of people of Osirian faith in the current area O_o

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Alright, I learned, or was reminded, that 5' steps don't cause aoos, so I'm moving Marodais a bit while he maintains his concentration :)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais maintains his concentration on Detect Magic further, hoping to find out if there are any magical traps or spells guarding the entry to the druids' fortress. He is aware of the action around him but has confidence in his companions to overcome the threat of the faerie.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

While he concentrates on his spell, Marodais takes out the wand Cha-Ka loaned to him in order to be prepared to address the Tengu's wounds.

I forgot I also had a move action ;)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais invokes Lord Anubis' favor to Detect Magic in a cone centered on the gate to the druids' fortress. He plans to do this for a few rounds, trying to find out if there is an enchantment, a magical trap or something of the sort on the gate or in its vicinity.

If he should happen to pick up some trace of the disappeared creature - all the better.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Moved you.. that square ok?

"Granted. But I do not see that dog .. or that other thing trying to kill anything, do you? Where did it go, anyway? Was it some sort of illusion? We did not give them much time to explain their actions... which consist of little more than 'being here.' "

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais casts guidance on Galondiir, knowing that the Elf is devastating with his bow and thus far more effective Marodais can do at range. Then he moves towards the entrance of the natural fortress.

"Is fighting necessary here?" he asks no one in particular."They do not seem aggressive ... I'd like to avoid having another misunderstanding."

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais shrugs, not offended. “I was’t aware that I had any special scent. Are you sure? It might just a case of heightened sense of smell due to this damned curse. I suppose it is possible, though … I do spend a lot of time with the empty flesh of the deceased. It takes quite some time to preserve it for eternity, you know?”

Following Cha-Ka’s suggestion earlier, he uses Cha-Ka’s wand to treat Ardisen’s wounds, then kneels down near the much fussed-about elf and examines her condition.

CLW from Cha-Ka’s wand: 1d8 + 1 ⇒ (8) + 1 = 9
heal check: 1d20 + 7 ⇒ (6) + 7 = 13

Under his breath he mutters ”How about we perform a little dance for her to put her in a good mood while she’s coming to...” After the tension of battle, he feels the maddening effect of the curse on his temper once more.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I'm sorry, I seem to have misplaced the log somehow...

Marodais calls to the others, especially towards Tenaka: "Please cover me.. keep her busy! I'm going after the Cheliaxian!"

He then crawls onto the log in order to get close to Ardisen, and gets the wand of Cure Light Wounds out that Cha-Ka entrusted to him.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

"I'll stay behind to bestow Lord Anubis' guidance always on the one who crosses next ... if that is acceptable to all of you."

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

As a dwarf from a desert nation, Marodais distrusts the running water. He suggests moving over one by one, preferably with a rope, if anybody has thought of bringing one, attached to the person going across, with the other people securing the other end of the rope in case the person should fall.

He also offers the guidance of Lord Anubis for everybody that wishes it ... Lord Anubis is the guide of the dead across the rivers of the underworld. Therefore, he is also the guide of mortals crossing the rivers of the mortal world.

He then follows Cha-Ka's example to take off his armor to give him just a little extra freedom of movement.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais agrees with his colleagues' reasoning. As soon as possible, he then takes some time to pray to Lord Anubis, replacing some of his prepared spells and preparing new ones.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

"I feel strangely invigorated by this affliction ... I think I could go on - if you're up for it. I only expended one of my spells, so there is no immediate need to replenish my energies. And Lord Anubis will forgive me if I, in this situation, forego my usual prayers. What is your stance? Would you prefer to rest, dear colleagues?"

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais will contribute in getting the loggers tied off, taking special care with the sleeping one.

Regarding his findings, he states: "Although they haven't deserved the curse, the loggers are not completely innocent, it seems. Here is their ledger - already at first glance I found inconsistencies and bribe money for criminal organizations. I also found a few gold pieces, probably the spoils from their criminal endeavours. I am unsure of the law of these lands. Were we in Osirion, the money would have to be confiscated and a trial would decide on the loggers and their possessions. Or, if they are as mindless as they seem, they might be unable to retain property by gnaw - I mean law. It is all very confusing."

The dwarf hopes that his confusion is entirely caused by the curse dulling his mind... Surely this is a simple case?

"Perhaps Falbin can advise us after our return to Wispil. Or does anybody here have knowledge about the local law?"

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais contributes to checking the huts for usable items ... one of the items might just be a powerful curse-breaking scroll. Or some nice bone to bite on. For some reason that would be really good right now.
Blinking deliberately, the cleric once again banishes the bestial thoughts, silently praying to Lord Anubis for guidance in finding what he needs - cursebreakers, not bones. Although bones would also be nice.

I don't know if it is considered bad style to cast guidance on oneself for such skill checks, or if it is possible at all. I'll let our GM decide if the bonus is factored in or not, I'm perfectly happy even if not ;)

perception check: 1d20 + 8 ⇒ (17) + 8 = 25
perhaps with +1 from guidance

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais indeed takes the time to stabilize also the other logger, making strange grunting noises, sometimes even snapping his growing teeth at some insect, without even realizing it.

"We could leave these people with loose bindings when we leave, so that they may liberate themselves in time, but not soon enough to trouble us again? Falbin said that stopping the ritual is going to reverse the curse - I certainly hope so! - and these people do not deserve to die any more than one of us. I assume that in the huts we will find enough rope to secure them for the time being ... plus, probably, some other things the wouldn't mind giving us in order to complete this mission. None of their belongings are of any help to them if they remain in this state, anyway..."

Marodais pulls furiously at a tuft of fair until he realizes that it is now part of him for the time being and not going to come off easily.

I think we saved all three of them? I stabilized the southern one during combat, the northern one out of combat, and the eastern one was only asleep anyway?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Ardisen's snarl helps Marodais snap out of the growing bloodlust he has been experiencing. Didn't I decide to heed the Chelaxian more? Now's the time! Taking a few steps, he tries to reorganize his mind as good as possible, then joins the southernmost logger. Within seconds, his expert hands try to stabilize the dying curse victim.

heal check: 1d20 + 7 ⇒ (16) + 7 = 23

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I'll go to bed soon. If you need my action to continue, marodais just casts guidance on castien... His arrows seem to do the job nicely. However, if I wake up in time, I'd like to reserve the right to do something different :-)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Was there a chance to replenish/change spell slots during the journey? Or no?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Ok, well, for me you may drop them. And I am an adult ;)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Provides additional motivation to successfully complete the main objective, doesn't it? :)

However, Ardisen's less social side might even profit from being turned into the Beast Man? :D

I think by now we can drop the "please don't be angry I'm just roleplaying" disclaimers ... we're all adults about this, aren't we?

So, about that distribution of bags and potions..? We can also just do it randomly :)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Feeling uneasy during the trip, Marodais tries to bring up a conversation. He explains to Cha-Ka where to find a potion of "Cure Light Wounds" on Marodais, if something should happen to him, complains briefly about this - to him - completely foreign land and terrain and then asks him: كيف يمكنك أن تعرف لغة الآلهة، يا صديقي؟

Ancient Osiriani:
How do you know the language of the gods, my friend?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Well, they explain repeatedly that realism is sacrificed for convenience here. It mostly makes sense to me ;)

Of course, it would also completely make sense to me that if you "find" a curse (*cough*strangewoodseffect*cough*) you should also get more money after the scenario, to get the curse cured :D

So, would anybody like to offer a distribution scheme for the consumables? It seems like, maybe, fighters should get the potions and supporters the tanglefoot bags? Or the other way round? I don't really know ;)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Just for clarification on the PFS rules:

If we drink the potions of CLW or use the Litheria or the tanglefoot bags during this Scenario, this has no impact on later scenarios, whatsoever, right? Because we can't carry anything over without buying it, and for buying it it does not matter what we did with it within the scenario?

So, we should try to use at least the potions, I guess? It might then be useful to determine who took which consumables from the loot.. no?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

fort save: 1d20 + 4 ⇒ (5) + 4 = 9
+2 if it's a spell, spell-like ability or poison.
EDIT: okay, doesn't actually matter -_-

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

"Would you know of any weaknesses these animal-men have? Or why do you suppose that Litheria - thank you for that, very grateful - is going to help us in this mission?"

The dwarf has helped himself to a cookie and tea after all, if only to be polite.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I like to dwell :) Dwell, dwarf and dwindle, such beautiful words :D

Anyway, since this is my first PFS scenario, I'm interested to see how difficult the success conditions are. It seems nice that one can meet them but that it is in no way guaranteed.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Seems quite difficult, though. Even metagaming that the scenario wouldn't very likely start with the important contact bleeding to death (I think, but the characters don't know that) and if just 1 Person/pet attacks each bad guy, that leaves five chacters for three fire squares that spread to multiple other squares each round. And one has to get there first, around all the villains.

I'm curious :) did we miss something? Or did we just have the wrong spells prepared? What do you guys think? ;)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

"Perhaps a bit later. At the moment, I'm afraid we are thirsting more for information. Might we speak a bit more privately... maybe inside?", suggests Marodais to the indefatigable gnome. "Also, some rope might be useful" with a sidewards glance towards their captive.

It seems the Chelaxian had the correct grasp on the tactical situation after all. I'll try to defer more to his expertise in the future.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I'll never go out without "create water" again :D

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Aaaand Ardisen was correct :D Even to the gnome, the fire is more important than the gnome! Well, at least we got one more helper out of my actions :) Hopefully it's not too late.

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

At first, Marodais is somewhat surprised to hear this bird person speak the language of the gods. But, is there not the god Thoth that has the head of a bird? Since people worship him that have their lower half similar to him, why would not people worship him that have their upper half similar to him? Banishing these interesting, but at the moment irrelevant questions from his mind, he returns his attention to the heated battle. More heated than before, certainly, with the fires growing.

Moving a few feet, Marodais steps up to the fallen gnome. He takes out his healer's kit and tends to the gnome, first trying to stabilize him, if necessary, and trying to find out what else needs to be done. If possible, that is, if he is already stable, he tries to wake him up.

heal check: 1d20 + 7 ⇒ (18) + 7 = 25
EDIT: add 2 to the dice roll, making the result a 27 - I forgot to factor in the healer's kit bonus. I don't want to do it in the dice Expression ... I'm afraid to loose the good roll

Question for the GM: How high are the fences, both the one around Falbin and the one next to the house? Can one just "walk" over them, or does one have to walk around them?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Haha, sounds great! Of course, as soon as I prepare it, the scenario will have us traverse a great lake or something to render it completely useless ;)

I just made something up for my "Ancient Osiriani"... though I'll follow your lead and just use Arabic next time ;)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Back awake and ready to change course!

Marodais sees the injured Cha-Ka step back towards him and quickly changes his mind. He takes a few steps towards Cha-Ka's side to avoid startling him.

5' step NE

Then he holds out his left Hand and touches Cha-Ka with it, touching with his right hand at the same time the jackal-head scepter on his left side. He briefly closes his eyes, mutters a few words in Ancient Osiriani - "Nahur Anubishem, shelaf na raban takim!"

Ancient Osiriani:
Lord Anubis, restore this damaged flesh!
- and lets healing energy flow into the Tengu.

Spontaneously casting CLW instead of the prepared "Bane"
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9

He hopes this will be enough and continues, now walking, his way towards the fallen gnome. In the corner of his eye he notices the growing flames with equally growing unease... but securing the contact must come first!

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

And now the "I should have ..." starts. I should have prepared "Create Water" as an orison :)

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I'll be going to bed now. In order to not slow things down, I'll state that marodais is going to continue double-moving towards the square just below Falbin if nothing unexpected happens to the area in between in the meantime. Since I still don't know which, if any, roll is appropriate to try to determine falbin's state, I'll roll both of them again :)
perception: 1d20 + 8 ⇒ (12) + 8 = 20
heal: 1d20 + 7 ⇒ (1) + 7 = 8

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

I wasn't complaining about the fire thing at all... I hope it didn't come across like that :) But I'm glad I'm not an outcast because I didn't jump right to it ;)

The fire was actually also on my mind at first, but I reconsidered and found that making sure the contact is safe is probably paramount. Hopefully we will not all die in a raging inferno now :P

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

A quick PFS newbie question :)
Is it usual that groups start out without a clear hierarchy, especially without some sort of established leader? From an in-character perspective, it would make sense to have one... is it because players are often more or less randomly gathered for a PFS Scenario and therefore have little interest in deferring to someone they don't know?
Or is it that nobody wants to take on the responsibility .. or that players feel that it takes too much fun out of the game if somebody can - within limits - tell them what to do?

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais quickly scans the confusing battlefield that he expected to be a peaceful garden. His first instinct is to race to the help of the gnome - if indeed anything can still be done for him. He trusts the battle-hardened silver-swinging veterans of his group to deal with the ruffians and dashes, as fast as he can, towards the prone gnome, desperately trying to catch some hint as to his current condition.

He manages to call out: "I'll tend to Falbin!"

I wanted Marodais to run at x4 speed towards the gnome. Do I assume correctly, that the fence around the gnome cannot be overcome easily while running? However, it seems that running has to be also done in a straight line. There is no reference to how fast one can run in a non-straight line, so... I assume one can't? In that case, instead of running, he is going to "hustle" at x2 speed towards the poor gnome. If possible, I'd like to make a check to find out about his condition, so if he needs to be stabilized, healed, etc. I don't know if that is a perception check, a heal check, or neither because impossible. I'll just roll both and let the GM decide ;)

perception: 1d20 + 8 ⇒ (8) + 8 = 16

heal: 1d20 + 7 ⇒ (10) + 7 = 17

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Some kind of response is in order, apparently... Marodais manages "I'll do my best to suceed, sir!" or something ... he doesn't even remember half a minute later.

After getting the piece of Information about the departure location, Marodais goes along with the others without interacting too much. He ambles around the markets, looking at this and that, trying out some silver things, weighing them in his hand... in the full knowledge that he can afford none. Maybe the others exaggerate with this silver business.

Shopping:
10 more rations - 5gp

Scarab Sages

Male Dwarf Cleric 1 [ HP 10/10 | AC 13/FF13/T10 | Fort +4, Ref +0, Will +6 (+2 against poison, spells, spell-like abilities) | Init +0 | Perception +8, Sense Motive +7 ]

Marodais stands there like his own life-sized graveyard statue. He is a dwarf clad in black studded leather with gleaming studs which are quickly revealed to be made only of brass. Underneath he seems to wear a grey linen vestment of almost the same hue as his grey, leathery skin.

A jackal-head wooden mask is dangling loosely in front of his chest. Another jackal-head is displayed on the end of a wooden scepter that is fixed to the left side of his belt. On the right side he carries, not drawn and secured against accidents with an additional leather strap, a flail with an angular head.

There is a certain acrid smell about him, reminding of chemicals used to preserve specimens, which a more scholarly oriented pathfinder might recognize. Often the smell is - wrongly - assumed to come from his oiled beard, into which wodden bands are woven. Later, most people come to realise that the origin might just be Marodais' skin. It is quite possible that a few of the present people were relieved when the musky, but much more natural tiger smell invaded the room together with its master.

Calmly and composed, Marodais takes in the various displays of impatience, either leading to conversation with the venture-captain or away from it. The air is too cold and too humid in this country, and everyone seems to know more than him about this mission. First he faces only the venture-captain but soon turns to face the speakers that impart such knowledge as to specific metals being suitable for combatting specific foes.

He is perfectly happy with letting the other, obviously much more experienced people in this group speak, and restrict himself to listening.

Scarab Sages

Hi all, cleric Marodais checking in :)
It's my first time playing PFS, too, so please be patient if I get some things wrong or take a Little more time.

I think I am almost done with the character, it seems that only gear and such is missing... I'll work on that this afternoon ;)

I'm glad to join you and please don't hesitate to inform me when I'm doing something wrong.