Merisiel

Merisiel PreGen Rogue's page

82 posts. Alias of Lecky.


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Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Maybe the wizard should've chased and blasted that carriage.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Rapier: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm Crit: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Crit: 1d6 + 3 ⇒ (5) + 3 = 8
Sneak Attack from being stunned: 2d6 ⇒ (1, 4) = 5

"I think I'm done here, time to follow Torch." as Merisiel heads off in the same direction as others.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Will your wolf reach Torch before it vanishes?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

For some reason I thought they're helpless. So only 1 more bodyguard left.

"Leave! Go help Terramor and Valeros before Torch escapes, I'll deal with this one!"

Merisiel gracefully slides down at the unsuspecting bodyguard's back, stabbing him right at the neck.

Rapier, Flanking: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Confirm Crit: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Crit Damage: 1d6 + 3 ⇒ (4) + 3 = 7 if it hits
Sneak Attack Damage: 2d6 ⇒ (3, 2) = 5


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Incapacitate that one!" as Merisiel points at the remaining bodyguard, "I'll finish these ones,"

Coup de Grace on Bodyguard 1
Crit: 1d6 + 3 ⇒ (5) + 3 = 8
Crit: 1d6 + 3 ⇒ (6) + 3 = 9
Sneak Attack: 2d6 ⇒ (5, 6) = 11


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel moves swiftly to aid Valeros,
"Take this!" as she thrusts her rapier on the bodyguard's back

Rapier, Flanking: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Sneak Attack Damage: 2d6 ⇒ (2, 6) = 8


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

We can CDG the other two, then focus on the remaining or we can down the remaining one then CDG the two.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

How many guards are still standing?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Let's wrap this up quick before Torch goes somewhere,"

Rapier, Flanking: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Sneak Attack Damage: 2d6 ⇒ (4, 5) = 9


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Aha then all the player's will get mad at me at the start of the scenario!


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

===Round 2===

Would there be a way for Merisiel to get flank? If yes then Merisiel will draw her rapier and do that.

Rapier, Flanking: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Sneak Attack Damage: 2d6 ⇒ (3, 1) = 4

If she can't get flank, Merisiel will draw her rapier and attack bodyguard 2 so they can have more space to use for flanking. So if she didn't flank then just remove the +2 bonus and the sneak attack damage.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Now I don't know how to talk to Torch in the other scenarios.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

===Round 1===

"And you dare protect the traitor?"

Since Terramor is in combat with bodyguard 2, is it safe to say that bodyguard 1 is not in melee with Terra so I don't get the -4 to shoot into melee? If yes,

Merisiel draws her dagger and throws it straight into the bodyguard's skull hoping to bring back some sense into him.

Throw Dagger: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Sneak Attack Damage: 2d6 ⇒ (1, 4) = 5


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"What the?!"

Initiative: 1d20 + 6 ⇒ (5) + 6 = 11


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Are there any remaining clockworks? Will using the key on them makes them obey me as their master? LOL


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"I'll go check around and see if we can find something useful, in case the charm breaks." whispers Merisiel before she go.

Do we have 2 mins or so in searching the room while Valdrim goes on with his conversation? If yes I'll take 20 on perception for a total of 30, if not, then I'll take 10 for a total of 20.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Quick question, even though this is for a shadow lodge credit, do I still need to do the shadow lodge mission or just the grand lodge?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Tie her up?" Merisiel whispers to Valdrim, certainly far away from Ouidda to not be heard.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"I have a silk rope," whispers Merisiel.

Since she is charmed, can Valdrim make her sit down then we can tie her up?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

I'll delay my actions, depending on what Valdrim will do.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel will talk behind Ouidda, and see if she can scare her.

Intimidate: 1d20 ⇒ 7

"We have you surrounded, surrender."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"I'll approach her from behind, you guys setup flank upfront."

Merisiel will drink the potion of invisibility and slips her way, positioning herself behind Ouidda.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Who can setup a flank? I have an extra tanglefoot bag to glue them on the floor.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Will I still get a sneak attack? I don't know if I'm going first on the initiative so I can catch her flat-footed.

If I will go first then Merisiel draws her dagger and throw it towards the direction of Ouidda,

Throw Dagger: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Sneak Attack Damage: 2d6 ⇒ (6, 5) = 11

If not then I will slap the hell out of Valeros to wake him up.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel will go first as stealthy as possible, checking her surroundings carefully.

Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 + 10 ⇒ (1) + 10 = 11


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

An int of 10 helps in avoiding a touch of idiocy aha!

"Anybody here has reach? Or maybe a force spell that can force open this door?" says Merisiel as she looks at Valdrim


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Maybe, GM just put attack so I thought it has animated of some sort.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Watch out!" says Merisiel as she dodges the attack by the door. "Anybody has an idea on how to deal with this door?"

So if this area is shaped like a spider, then these doors are the fangs?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel will probably be the first one there, checking for traps and what not.

GM:
Will I be able to dodge it together with my perception roll?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 ⇒ (13) + 10 = 23

"Now I wonder who is waiting here for us,"


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Is it still alive?"


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Do I need a reflex save too? I mean I went way back cause of their warnings.

Initiative: 1d20 + 6 ⇒ (1) + 6 = 7

I have 1 alchemist's fire. I have 5 oil, if somebody can cast fire on it.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Chelaxians...."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"It's been taken care of Eolowyn."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Well, I would let you guys settle this." says Merisiel as she steps back, way back of the door.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"It is a trap made with the use of magic. How strong or what the effects it has? That I have no clue. Perhaps we should ask the users of arcane arts to help us."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

I see, so this time around with the trap. I would be able to take 10 but I won't be able to take 20 cause of a penalty for failure.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

I know I'm guilty for that. The only time you're not allowed to take 10 is if you're in danger right?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel needs a disable device check to open it, can I take a 20 on that? I'm not really sure when I can take 20. Although if I take 10,

Take 10 Disable Device: 10 + 13 = 23


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 ⇒ (4) + 10 = 14


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"That will do. I just need it to mark the squares that I think is safe."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Ok, I'll go in." says Merisiel

"Be ready to watch my back. Anyone has a chalk? If none, then carefully remember the squares that I walk at."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Gimble, did you notice something on the door?" asks Merisiel.

"So any other ideas? Or should we just use these potions and go for it?"


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"That would be your expertise master wizard."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Or we can be annoying, let Gimble cast prestidigation on this dagger, drop it on the floor to trigger any trap then do the same thing over again on a beeline path to the door.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

For the GM, but

"Your suggestion is quite practical and since we were granted these tools, I think it's best if we use them." says Merisiel as she points at the potions. "On the other hand, we might also use that in the spider's chambers. Who knows? Any thoughts?"


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 for traps,

If Merisiel decided to navigate the room, how do you plan the appropriate rolls in case there's traps everywhere?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Speaking of the spider, hey Gimble, I have a feeling this is exactly we need to use that note for."

She stops the party in going forward,
"Is there anyone here that has a spell that can cover this whole room?"

How big is the room? Can I throw dozens of books or copper pieces to trigger the traps if there's some?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

It's always safe to say that Merisiel will be doing the scouting so she'll be ahead, just waiting for the results if the doors are trapped.

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