Ratfolk Sage

Master Crenshaw of Artifice's page

11 posts. Alias of caster4life.


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OOC, this is the end of the adventure as you all have accomplished your goals. But those are totally valid goals/decisions.

Crenshaw tugs on one of her ears, thinking. "Yes... yes... tomorrow would be better. Can we convince them to stay put in the meantime? I imagine part of why they have been a problem so far is that gremlins are so small they can slip under doors and through other small cracks." She beams at Mezdav. "As to assistance, yes! I would be happy to have you search some of the less... er... sensitive parts of the campus! And I'm sure we could agree to some satisfactory compensation."


Crenshaw nods to Jermaine. "Oh yes, yes. I can help with any wounds now that I have some time to breathe." She reaches into a bag and pulls out a half dozen healing potions (CLW at CL 1) and hands them around. Then she pulls out a half dozen more and chugs them all herself, starting to look a lot less frazzled.

"Ah! Much better. I have used it a half dozen times on my very important project, young Mezdav. I'll admit I got a little distracted in the past and did not always watch the portal until it closed. From now on, I will be much, much more careful! I swear!"

Then she scratches her chin. "As to more infestations, I will personally search the campus and surrounding grounds before resuming my experiment."


The old master of artifice heaves and wheezes, slowly catching her breath. Then she grins at all of you "Well done, students! Not many first years could have kept their cool, much less actually helped! I would like to reward each of you, personally." She winks. "Especially if you can be discrete about my little experiments here."


Attacks: 2d20 ⇒ (3, 19) = 22
Confirm: 1d20 ⇒ 3

Crenshaw slices into the plant a tiny bit more. She puffs "Goodness these old bones are tired."

Marz, Gennie, and Whisken may go.


Mohk breaks free from the deadly plant!

Crenshaw tries to stab the plant twice but just gives it a tiny nick.

Stabs: 2d20 ⇒ (4, 18) = 22
Dam: 1d3 - 2 ⇒ (3) - 2 = 1

Init order, bold may go:
Mezdav
Crenshaw
Marz, and Whisken.
Plants
Gennie, Jermain, Mohk.


Fixed Mohk's map issue.

GM screen:

Stabs: 2d20 ⇒ (13, 17) = 30
Dam: 1d3 - 2 ⇒ (3) - 2 = 1

Crenshaw manages not to be grappled by the bush and stabs the leshy then steps back. "Yes! Kill the plants! If I had any incindiary devices left, I'd destroy them both right now!"

Marz and Whisken may go.


GM screen:

Crenshaw reflex: 1d20 ⇒ 2
Bush reflex: 1d20 ⇒ 17

The fire splashes a startled Master Crenshaw who curses and shouts out "Hey! Watch it! I didn't invite these overgrown weeds! They're trying to kill me!" It damages the plant with limbs and, while the bush one dodges, it seems vulnerable to fire.

Mohk init: 1d20 + 4 ⇒ (4) + 4 = 8
Gennie init: 1d20 + 1 ⇒ (10) + 1 = 11

GM screen again to keep from messing up roll order:

Crenshaw stabs, +4/-1: 2d20 ⇒ (5, 10) = 15

Master Crenshaw spits and mutters "It's been a really, really, long night. I don't remember the last time I used this thing." She draws a dagger and tries to stab one of the plants but misses twice.

Init order, bold may go:
Mezdav
Crenshaw
Gennie, Marz, and Whisken.
Plants
Jermain, Mohk.


"Sneaking through! What!? I must have been distracted... Speaking of which... the Mother Growth was very angry... Shouldn't have waited this long...." She reaches down to a strange device on her belt and begins fiddling with it. But then, two strange, plant-like creatures shuffle through the active portal. "This is exactly what I wanted to prevent! You lot distracted me!" Crenshaw shouts in aggravation. She flicks one more dial and the portal de-activates but the plants are already through and are approaching her with their thorny limbs!


About an hour later, the ring flashes with light and a vertical surface of something that looks like standing water appears in it. Master Crenshaw, bloodied and carrying a parchment stumbles through. She immediately arrests her momentum and stares wide-eyed at the six of you. "What in the Abyss is going on!?" she exclaims.


Throughout the exercise, Master Crenshaw practically hops around the classroom, clambering up on stools to examine the efforts of her students. There are several puffs from one table and black soot covers the face of two halfling students, to the laughter of their comrades.

Young Midicci's table, however, is a different story. He barks orders at the other members of the table and they fall in line. Despite his dictatorial tendencies, he clearly is not stupid. He knows something of the craft at hand and also knows to ask his comrades for advice. He snaps a question at a young human woman and she responds quietly. He then orders a half-elf to act on the information. Altogether, their liquid ice seems to be chilling rapidly.

GM screen:

Craft alchemy total at that table: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

Master Crenshaw announces "Time is up! Appendages away from your tables!" Then she walks around the room, examining closely. Most of the tables are disqualified quickly but she lingers a long time over yours and Midicci's. Eventually, she places both against her sensitive ears then shudders and shakes herself. "Omara's is colder! Alchemical victory." She hands the flask to Mezdav and tucks the other away for disposal.

Across the room, Midicci's anger is obvious.


The older ratfolk raises one of her bushy eyebrows and walks over to the cabinet. She sees the residue then closes the closet. "Ah it's simply the vomit of some kind of vermin. Nothing to worry about." She then ushers everyone into the artifice classroom so she can start her lesson.

In a shrill but powerful voice,"Artifice is a potent and diverse discipline that intersects with every other school of magic. Bottling fame or placing power in a belt requires a diverse range of skills." She drops a yellow pellet in a beaker of green fluid and there is a sharp puff of dark smoke. "But confuse your methodology.. and the results could be disastrous." She then proceeds by animatedly recounting a frustrating story about a cursed magic item, a hat of disguise that only disguised itself and not the wearer.

DC 14 sense motive:

Master Crenshaw actually looked quite alarmed when she saw the residue. It does seem to be some kind of vomit, but she is not actually calm about it.

If your sense motive roll for the above was 20 or better:

You note a finer gradation of Master Crenshaw's suppressed reaction. In fact, her reaction was both alarmed and guilty.

She then points to the pile of ingredients, instruments, and containers at the center of each table. "Now! Who has done the reading? Concoct for me a vial of Liquid Ice. The table that performs the best will get to keep their creation." She winces slightly in recollection then winks. "But please be careful with it. The winners from the class now currently fourth years inflicted severe frostbite on a horse. The headmaster was most displeased."

This is all craft alchemy here! I want a primary roll and aid rolls. I will allow heal, K nature, and similar craft rolls to be used in place of craft alchemy but ONLY for the aid rolls.