Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Yes, well done everyone. As for Valeros crit, we definitely needed everything we got. Because we weren't rolling great, and the dragon was! Having said that, the crit was worth an extra 10hp. Since Kyra got Valeros up, Merisiel would have dealt exactly that same 10hp damage with her last attack. Plus, Valeros would have had at least 1 attack with his sword, maybe 2 if he stayed prone, in this last round. So while the crit came at a great time, I think we'd have finished it off anyway with Ezren, Valeros, and Merisiel pounding on it this last round -- thanks to Kyra keeping us all in the fight. In any case, solid team effort!
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Wow...that is one nasty beast. Especially for a small group of 2nd levels. Merisiel is about to sneak up behind the dragon for one last attack, when Ezren takes down the beast with magic. "Well done, Ezren!" She adds, "I just thought it would be real justice if Valeros, who was repeatedly getting knocked out, would come back to life for the final killing blow." She collects Valeros' sword and hands it to him after he gets up. Then, as if the rogue can smell the treasure, she attempts to nimbly climb up to the ledge. Athletics DC 15: 1d20 + 5 ⇒ (12) + 5 = 17 Once on top, she passes the loot down to the others. "Here Ezren, take a look at this emerald -- maybe it's magic?" She takes one last look around, and hops down. Then, realizing she's still quite injured, she unpacks her healer's tools and attempts to treat her wounds. Medicine - Treat Wounds: 1d20 + 6 ⇒ (20) + 6 = 26
She expects Kyra is taking extra good care of Valeros, but she offers to help if needed.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel calls out to Kyra, "If you have one more heal spell for Valeros, I think I can use his distraction to get an attack in." Merisiel waits for Valeros to be conscious. Once Valeros is conscious, Merisiel moves within 10 feet of the dragon. She then carefully steps into a flanking position with Valeros, and strikes. +1 Rapier: 1d20 + 9 ⇒ (12) + 9 = 21 (vs. flatfoot AC due to flanking)
Merisiel reminds Valeros, "If there's a danger of grabbing your weapon, maybe just punch him from your prone position. With the benefit of my flanking, of course!" She hopes the fighter can deal the final blow, because she knows the group won't last much longer. ◇ Delay (until Valeros is conscious and thus providing flanking from his prone position), ◆ Stride, ◆ Step, ◆ Strike. NOTE: If Kyra cannot get Valeros conscious, I'd like to redo the turn.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
This fight is tough enough without the enemy getting all the nat-20s and us rolling <10. Doesn't matter what we do if the dice stay that way. Merisiel looks on in horror as Valeros goes down. She carefully steps back, draws a healing potion, and drinks it. Minor Healing: 1d8 ⇒ 4 ◆ Step, ◆ Interact (draw potion), ◆ Interact (drink potion)
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Thanks Kyra! Merisiel wakes from a dream, with a dragon looming over her. Realizing the cleric brought her back from the brink of death, she says, "Kyra, you're a life-saver. You can still be Valeros betrothed." From her prone position, Merisiel picks up her rapier, stands up, and moves a safe distance away to plan her next attack. ◆ Interact (grab weapon), ◆ Stand, ◆ Stride
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Seeing Valeros rush in, Merisiel moves in. Taking advantage of flanking, she attacks the pet twice with her rapier. +1 Rapier: 1d20 + 9 ⇒ (10) + 9 = 19 (vs. flatfoot AC due to flanking)
+1 Rapier: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19 (vs. flatfoot AC due to flanking)
◆ Stride, ◆◆ Strike x2
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
I can't find Merisiel's languages on the official pregen character sheet. She should have Common, Elven, and 1 other. Okay to call it Draconic, due to hanging out with kobolds? After a night's rest with the Hat of Disguise, Merisiel uses it to appear as one of the random kobolds the group has met (and killed). She whispers, "I'm heading in." With her disguise in place and her rapier sheathed, she moves toward the back of the cave, sticking close to the walls out of habit. As she advances, she cleans up debris from the floor as a good servant would. When she sees whatever beast is snarling ...and if she knows draconic... she says aloud, "Others hunt. I clean." She continues with her head down, focused on the floor.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel happily doles out the contents of the chest. "For you big, guy, we have this nice magic weapon. She hands Valeros the Smoking Sword. And a lovely Wand for you, Kyra." She hands the Wand of Heal to the cleric. "And a couple healing potions -- we each should have a couple by now." If one is remaining, Merisiel will claim it. Lastly she holds out the Hat of Disguise. "Unless anyone else has plans for it, I thought I might try to make myself look like one of the kobolds as we enter the last area. For a surprise attack, you see." she tries it on.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel is fine camping out here. But if the group wants to report back, the rogue boldly leads the way, now that all the baddies are gone. When they reach the Fishery, she says, "Tamily, you'll be happy to know we've cleared out nearly all the evil lurking below." She pauses and adds. "There's still one more area to check, but we thought we'd rest up first." Merisiel steps back to let others chime in. Ready to continue, whenever everyone else is. Thanks for the chronicle, GM Tiger!
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
After she gets over her fear, she exclaims, "That was some adrenaline rush. But I'm good now!" When she sees the chest along the back wall, she immediately examines it for traps. Perception + TrapFinder at +9 As the others find the key, the rogue is already trying to pick the lock on her own. Thievery: 1d20 + 8 ⇒ (8) + 8 = 16 If it doesn't work, Merisiel frowns, "This is tougher than usual. I'll reluctantly use the key...just don't let my friends at the thieves guild know that I cheated!" She grins and tries the key. As for continuing, I really don't understand the hesitation. We signed up to play, right? If it's deadly, so be it. Especially if the GM says it'll be just for fun. No reason not to participate in the final encounter. Question for GM Tiger: Are we allowed to report back upstairs, and come back the next day? So spellcasters are at full-strength....
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Didn't Kyra use Command on Queen, instead of Proud? No sense using it on Proud, who was already near us, right? (Not to mention, no real threat.) But anyway, assuming Merisiel still needs a Will Save .... Will DC 20: 1d20 + 8 ⇒ (2) + 8 = 10 Since it looks like a crit-fail, I'll hold off on the rest of Merisiel's turn to see how she's affected.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Note: Merisiel delays for Kyra and Ezren to possibly use any area spells on the Queen before taking actions this round. After skewering the first enemy, Merisiel sees that Valeros has the other one in his sights. Once Kyra and Ezren have acted, she runs up to deal with the more dangerous spell-caster. +1 Rapier vs Queen: 1d20 + 9 ⇒ (11) + 9 = 20
◇ Delay (till after spell-casters), ◆◆ Stride x2 (assuming stairs are considered difficult terrain), ◆ Strike NOTE: If stairs do not qualify as difficult terrain, than Merisiel has an extra action.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Before the kobolds have a chance to react, Merisiel rushes in, carefully avoiding the chasm. She calls out to the queen, "Your throne is impressive, but your reign of terror ends here." She stabs the nearest one, twice with her rapier. +1 Rapier vs Loyal: 1d20 + 9 ⇒ (2) + 9 = 11 (vs. flatfoot AC, due to surprise)
+1 Rapier vs Loyal, +MAP: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24 (vs. flatfoot AC, due to surprise)
Actions: ◆ Stride, ◆◆ Strike x2
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Looks like only one way to proceed, yes? After collecting the goodies from the fountain and taking time to heal up, Merisiel says gleefully, "What're we waiting for?" Excited for more adventure, the rogue follows Valeros north, with her rapier drawn, always keeping to the shadows.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Thanks for the hero point, GM Tiger! Also, Merisiel is leveled up to 2 and ready to go whenever everyone else is. (Character sheet and stats line updated!) Ezren -- Just wanted to clear a couple things up. You said you were amused that Merisiel asked and answered her own questions. Some of that is just her rogue-ish personality. But really, in that case, she asked who wanted the healing potion? She already had one and didn't need it. So she didn't answer her own question. There's still an extra potion for someone. She did ask if people wanted to explore south. And yes, she headed south to indicate that's what she wanted to do. But if she got out-voted, she would've stayed with the group. With PbP, you really just have to keep things moving. Or things come to a grinding halt. So as a player, I do what I can to move things along. Most players are fine if someone suggests a path. As for that last encounter, yes, the mechanism had "hardness". But why not at least try to crit with a cantrip like Ray of Frost? Or get up close and try Shocking Grasp for 2d12? Or a 3-action MM. Not sure if Ezren used them already, but there were options other than just watching. And Kyra used Guidance on Merisiel, but she could have used Guidance on Valeros. Or Ezren. Again, there were options besides just watching. Finally, even if you both thought Kyra and Ezren couldn't help in the fight. If Merisiel was the only one who could disable the traps, doesn't it make sense to give the fountain more targets to help Merisiel live longer to complete the task? Just wondering aloud. But I know everyone plays the game differently.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
When the fountain is finally disabled, Merisiel takes a bow. "No, really. It was nothing." Looking at Valeros, she says, "Thanks for having the bravery to take some of the damage that would've been meant for me. Let's see about those wounds." She pulls out her healer's tools. Medicine DC 15: 1d20 + 5 ⇒ (17) + 5 = 22
Hooray for Level 2! I'm willing to try the optional encounter. I mean, why else are we playing? GM Tiger, don't think you've assigned hero points, yet. Any chance the 2 brave souls who tackled the fountain earned any? Asking for a friend....
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel doesn't concern herself with Ezren and Kyra watching from the sidelines. The soggy rogue laughs, "I'm not sure it's the most heroic thing you've ever done, but hopefully you're enjoying a good show!" She turns to Valeros, "Let's finish this, shall we?" Just then, another blast of water heads towards her. Reflex DC 15: 1d20 + 9 ⇒ (17) + 9 = 26
Merisiel then moves to the last mechanism and tries to disable it while Valeros smashes it. Thievery: 1d20 + 7 ⇒ (18) + 7 = 25 ◆ Stride, ◆◆ Disable
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel calls out to Valeros, "One down. You keep working on yours." She pauses and adds, "Or ... at least keep it busy while I do what I can." She grins and makes her way to the SE mechanism to disable it. Thievery: 1d20 + 7 ⇒ (14) + 7 = 21 ◆ Stride, ◆◆ Disable
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
I assume the Disable check requires both hands? If so, may as well get an attack in first.... Reflex DC 15: 1d20 + 9 ⇒ (9) + 9 = 18 Merisiel dodges the worst of the water's blast. Then, since she has her rapier out, she attacks the mechanism from up close. +1 Rapier: 1d20 + 8 ⇒ (10) + 8 = 18
Finally, she realizes she has just enough time to attempt to disable the mechanism. She drops her rapier on the ground beside her and calls out, "Thanks for the assist, Kyra!" With the cleric's divine guidance, the rogue sets to work. Thievery+Guidance: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 ◆ Strike, ◇ Drop Weapon, ◆◆ Disable
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
When her arrow bounces harmlessly off the mechanism, Merisiel stows her bow, pulls out her rapier, and turns to the group. "It'll have to be disabled the old-fashioned way. With cunning. And thieves tools!" She pats her toolkit. When Ezren calls out a warning, she calmly says, "We were hired to make these caves safe. That means every room." Since everyone has had plenty of time to get in position, Merisiel moves closer to disable the trap on the NW corner. Tired of waiting around guys ... let's just do this.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel frowns when the attacks have no impact. "Well, friends, I believe I need to disable the trap from up close." She pauses and adds, "Do we want to spread out in different corners, or shall we stay here?" Once everyone is in place, the rogue enters the area and attempts to disable the NW mechanism. Thievery: 1d20 + 7 ⇒ (12) + 7 = 19 NOTE: She waits till others have moved before moving into the trapped area.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel follows the wizard's lead. "You're the intelligent one here, Ezren. I'm game." The rogue draws her bow and attacks the mechanism from where she stands. Shortbow: 1d20 + 7 ⇒ (19) + 7 = 26
Shortbow: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
Actions: ◆ Interact (draw), ◆◆ Strike x2
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
After making a quick circuit around the pool, Merisiel announces, "Each corner has some kind of mechanism. I'll try to disable this one here." Merisiel approaches the one in the NW corner carefully, and tries to disable it from an adjacent square. Thievery: 1d20 + 7 ⇒ (12) + 7 = 19
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel approaches carefully. "Did someone say trap? I'll let you know." The rogue confidently approaches the pool, but getting just close enough for her to see clearly. She checks each corner of the pool: NW, SW, SE, then NE. She stays 10' away ... just in case. Trap Finder +8
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel confidently announces there are no traps on the chest as she fiddles with the unlocked chest. Upon opening the chest, she asks, "Who would like the healing potion?" Sifting through the items, she says, "I'll hang on to this old sack of coins. For safe-keeping of course. And this feather token looks nice too." She stows the coins in her sack, and places the feather token in her bandolier. When everyone is ready and healed up, "Shall we investigate this area to the south, before heading further into the caves?" She moves to the south passage, and lets Valeros lead the way.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Holding the rapier dangerously close to the scared creature, Merisiel looks to see if the group has any further questions. "Anyone else?" If not, she withdraws her weapon and, true to her word, she watches him run off. Looking around the room, the rogue can't help but spot a chest. Merisiel pretends to be interested in other things, but really, it's all about the chest. She moves over and attempts unlock it. Thievery: 1d20 + 7 ⇒ (13) + 7 = 20 In case it matters, Trap Finder for passive +8 before unlocking the chest.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
The wild-eyed rogue laughs maniacally as she approaches with her bloody rapier ... to talk. Intimidation: 1d20 + 3 ⇒ (15) + 3 = 18 Merisiel repeats herself, "As I was saying, how about secrets for your life?" She twirls her rapier in hand, as she gets closer.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel almost slips, but miraculously keeps her balance. When she pulls her rapier out of Sunshine's eye socket, ever-so-slowly, she bows and explains, "And that's how you rogue, my friends." Turning to Valeros, she adds, "Psst...thanks for the flank, big guy." She then turns to the whimpering in the back of the cave. She approaches with her rapier still dripping with kobold blood. "Secrets for gold?" She laughs. "How about secrets for your life?" She looks around for support from the others.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel dodges as the vial of oil misses her. She laughs at the attempt, "A poor effort indeed!" With a little too much glee, she moves to attack the one who threw the vial.
Angry about her carelessness, Merisiel thinks, "Oh dear, I do hope the rogue's guild doesn't hear about this!" She then becomes very determined to exact revenge. From the floor, she crawls into a flanking position with Valeros. And the rogue strikes. +1 Rapier vs Sunshine: 1d20 + 8 ⇒ (20) + 8 = 28 (vs. flatfoot AC due to flanking)
She stares at the hopefully quite dead creature, eye to eye from the floor, "And now we're even." She grins. ◆ Stride, ◆ Crawl, ◆ Strike
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger wrote: Merisiel pokes Fishy and does considerable damage. Fishy's not dead, right? But he's no longer on the map. Assuming he'll be put back.... After getting a satisfactory stab into Fishy, Merisiel calls out to Ezren and Kyra, "I weakened this one for you ... if anyone wants to finish him off." The rogue doesn't especially like to be adjacent to a live enemy.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Wondering if Valeros can read her mind, Merisiel reels as Valeros rushes by her before she can finish what she was saying. GM Tiger: I woulda thought a 29 would be a crit for Valeros ... is Earthy really still up? If Earthy is still up...
If Earthy is down...
+1 Rapier vs Earthy (if still up) or Fishy: 1d20 + 8 ⇒ (17) + 8 = 25
Actions: ◆◆ Stride x2, ◆ Strike
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger wrote: Merisiel, no surprise -- the kobolds know you're there after the failed attempts to topple the wall the first time. That being said... Obviously, not a big deal since Merisiel killed her foe regardless, but just so I understand things for the future .... According to the Rogue description: Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. Since Merisiel always rolls Stealth for initiative, and she's acting before the enemies have acted, doesn't this fall under the RAW definition of the rogue's Surprise Attack? I mean, she was around the corner and behind boulders before Valeros knocked them down, so Stealth seems like a reasonable initiative option for her even if noise was being made -- not like she's out in the middle of an open field, right?
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel follows Valeros through the hole and notices the fighter's wild swings. [b]"Very impressive swings indeed. Perhaps your aim will improve if you get your mind off our cleric!" She grins and shows him how its one. With the element of surprise on her side, the rogue attacks twice with her rapier. +1 Rapier vs Sleepy: 1d20 + 8 ⇒ (15) + 8 = 23 (vs. flatfoot AC. due to surprise)
+1 Rapier vs Sleepy, +MAP: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17 (vs. flatfoot AC due to surprise)
Actions: ◆ Stride, ◆◆ Strike x2
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Not sure why we're waiting. But it's been over 4 days since a post from our GM. Hopefully everything is ok. GM Tiger -- you good? Hopefully just busy. If we don't hear from him, I'll try sending a DM tomorrow.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger wrote: Not this time, unfortunately. It's a stone wall not a barricade; Athletics to try to break through Merisiel tries to break through, but she tries to do it as quietly as possible. She encourages the others to be careful, speaking pointedly to Valeros, "Remember my friend. The element of surprise is less effective when the enemy isn't, in fact, surprised." After making the attempt, she waits in the shadows with her rapier drawn. Since I specifically mentioned it in my previous post, I suppose that roll should be used. Here it is again ...
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel peers through the wall. She whispers to the group, "Unlike last time, maybe we can quietly tear this wall down to get through." She explains, "It takes all the fun out of a surprise visit, if they hear us coming." She starts to work on carefully removing key stones, one at a time. Thievery: 1d20 + 7 ⇒ (13) + 7 = 20 Hoping Thievery can be used to disable this barrier. If not, she has both Crafting and Athletics at +4, so subtract 3 from the roll above.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel looks at the coins and confidently says, "I have absolutely no idea where they're from ... but they look valuable." She smiles and tucks them away unless someone else wants to study them. When Ezren tells of the kobolds on the other side of the passage, the still-sickened Merisel stays in the far alcove and quietly retches again. Fortitude DC 19: 1d20 + 4 ⇒ (18) + 4 = 22
Feeling much better, she joins the others at the passageway and whispers, "So can we get through this way? You know I love a good surprise attack!" She's positively giddy with happiness thinking about it.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
After searching the bodies, Mersiel says, "Look what I found." She hands the strange coins to the group. When they're done examining them, she suggests, "I'll just hold onto them ... for safe-keeping of course." The rogue puts them back in the leather pouch and tucks them away. Can we make any kind of Recall Knowledge checks (like Society?) on the coins? If so, Society +4. She tries retching once again off to the side.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Merisiel cheers on Valeros as he skewers the final beast. "Well done, my friend." She steps aside, in case Kyra wants to personally congratulate the fighter. Now that they're dead, can you tell us what they were? While she steps aside, she retches to try to get rid of her sickness.
Shrugging it off, she sees Valeros is hurt. "Unless you want to do the honors, Kyra?" She pauses and adds, "After your embrace of course ..." She grins and will start to unpack her tools unless Kyra stops her. Medicine +Sickness: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger wrote: go for it -- you want to roll it? you might have better luck that I do :) Thanks. I had a little better luck. Oh well. Also, I used a transparent Merisiel to show where she'll move if Bloody Teeth falls after her first strike. The idea is to give Valeros flanking for his upcoming attack.
But if Bloody Teeth is still alive, she'll stay where she is and attack again.
Hope that makes sense.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Hero Point reroll of Fort Save
Merisiel shrugs it off as best she can and moves into a flanking position with Valeros and attacks the nearest one. +1 Rapier vs Bloody Teeth, +Sickened: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 (vs. flatfoot AC due to flanking)
Note: If Bloody Teeth falls...
Note: If Bloody Teeth is still standing...
◆ Stride, ◆ Strike, ◆ Either Strike or Stride (to the transparent position that I included on the map)
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger wrote: Merisiel Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7 GM Tiger -- Since Merisiel crit-failed that Save, could I use a Hero Point and ask you to re-roll it? That's something I could've done, if I was making the roll myself, right? Thanks!
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger wrote: So what's Merisiel doing from her position? The flank on Bloody Teeth isn't there anymore, obviously. The rolls are ok, but who you targetting? Sorry. I tried to explain in the Discussion tab, but might have gotten lost in the noise. Merisiel moves in to surprise-attack No Sleep Eyes. She attacks twice, with surprise. If the enemy goes down after the first attack, she'll use her last action to retreat to the NW corner of the cavern.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Thanks, but actually ... if it's all the same with you, I'd kinda prefer for Merisiel to remain where she was. With her low hp (how is it possible she's lower than Ezren?), she wouldn't choose to get within melee range of all 3 creatures. Okay to move her back where she was?
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
Darn ... once again, I find that I used the wrong map. Or ... hopefully the map just got placed there. I noticed Mersiel's starting position is different on the 2 maps? I used the "new" map, so she didn't get as far. But still within striking range of No Sleep Eyes. She'll attack him twice. If he goes down after the first attack, she'll retreat to the NW part of the room. Again, my apologies for the map confusion again.
Rogue 2 | HP 24/24 | AC 19 | F+5, R+10, W+8 | Perc +8 (low-light vision) | Exp Mode: Avoid Notice | Hero Pts: 1
GM Tiger: Not that important, but in the Init Tracker, you have Merisiel using Scout, but like a good rogue, she's in Avoid Notice (using her Stealth) by default. Just wanted to be sure we're on the same page.
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