Ezren

Mero - Random Pregen's page

73 posts. Alias of Walter das Sombras.


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M. H. Wizard 1

Anything goes for me, both are at wmx7@hotmail.com

Again, I would like to apply the credit to Linark Abbadon, currently lvl 2 Paladin, #98098-4


M. H. Wizard 1

Well done Aeshuura! We had a good time!
Just out of curiosity, what was in the devil room?


M. H. Wizard 1
Aeshuura wrote:
... but I noticed that you had a +6 rather than the +4 you would normally have.

Elven Magic racial trait.

Pink begins the Magic Missile barrage:
Spell resistance: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 1 ⇒ (4) + 1 = 5
I'm not sure if I use my caster level or the wand's caster level, but anyway it's a failure...


M. H. Wizard 1

Well, I do believe that "good" spells do damage that cannot be regenerated, but other spells do not. Anyway once it's been slain it won't matter the kind of regeneration it have, right?


M. H. Wizard 1

Out of scorching rays, mr. Pink evocates something directly from his cane, aiming a scorching Ray at the beast! Using Arcane Bond
Touch Scorching Ray: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23
Spell Resistance: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 4d6 ⇒ (2, 2, 6, 1) = 11
He then draws his Wand of Magic Missile.

The dice gods favor the prepared mind! 11 damage on 4d6? That sucks!


M. H. Wizard 1

Shaken is no such big deal... At least we're not Strategically retreating again right Blue?


M. H. Wizard 1

LOL I forgot to roll for damage! I think I'm getting old...


M. H. Wizard 1

Nope. After we left Magnimar I prepared spells differently from the base-Ezren. Two scorching rays were prepared, as the only damaging spells prepared. I also swapped other things for Charm Person/color spray/Sleep, as these are covert spells. Spells prepared are on the profile page:
2nd— glitterdust(DC 16), scorching ray, scorching ray
1st— color spray, charm person, sleep, obscuring mist
0 (at will)— message, detect magic, light, mage hand
So far only the 2 Scorching Rays and the blur scroll were used, so I still have the arcane item and a pearl of power (aside from the other spells).

Even the codiname Pink should be translated to Celestial, and Pink doesn't speak that language.


M. H. Wizard 1

Mr. Red is still Blurred, as it lasts 3 minutes, isn't he?

K.Planes/Arcana: 1d20 + 11 ⇒ (7) + 11 = 18 I would like to know the devil's resistance to statuses like sleep and charm, if my knowledge on it has not been rolled yet.

Once the group moves a little further into the room, Pink will move to see the devil and shoot a scorching ray onto it (defensively if on the creature's range).
Scorching Ray Touch Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Spell resistance: 1d20 + 4 ⇒ (13) + 4 = 17


M. H. Wizard 1

If cover is cumulative, Pink moves to F1 and casts his Scorching Ray. If it lowers the attack only once he will cast from his square, and then move to G6.
Touch Ray: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26 / Damage: 4d6 ⇒ (3, 2, 1, 6) = 12
Confirming: 1d20 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7 / Damage: 4d6 ⇒ (3, 6, 6, 2) = 17


M. H. Wizard 1

I guess it's too late to listen to the old one now. The noise would draw the devil attention, probably. Well, I wanted to make something about the statue, but I guess there's nothing to do here...If I wasn't playing a Pregen i would kill the devil ^^


M. H. Wizard 1

Any great idea about the statue? By the way, did you put the letter on a place dry enough? Everything is gonna get wet around here...

Mero will cast Obscuring Mist at the junction of the Bath room and the barracks.

How broken is the thing? Can it be fixed by a simple thing like Mending?


M. H. Wizard 1

Well, we are STEALING the wand, Pink wants it!
I think the flood is better than the poison gas. What do you think?
Also, I could use some obscuring mist for us to do something to the statue. I think it's an important piece of their cult.


M. H. Wizard 1
Vasilios wrote:
Also for the list, steal that big statue and throw it in the harbor.

I'm sorry, i didn't prepare Shrink Statue ^^ Since it's large it should weight about 1 ton. But let's for Aeshuura to answer about the division between the rooms.


M. H. Wizard 1

It's so hard to organize this on pbp. Once you post about something there are already things done before you...I'll be off for some hours ^^ maybe


M. H. Wizard 1

Does anyone have a adamantium weapon to puncture the pipe? I think that would cover basically a NICE sabotage. Summoning frogs, messing with the gas and other stuff might be too much and kill the cultists if they are done together with the flood. Do we need to fight the devil?

In case you missed it: Is there a division between the statue room and the one we hear the chanting come from?

Orange, now we need to talk about this. I've lost you. If you plant the body here with the badge you will need to stay behind to play the good guy and warn the cultists about what happened, getting them out of the danger, as if you had arrived, battled us and we left before managing to do more. Otherwise we could do the sabotage and you leave the letter later or maybe talk to them later. So what is it?


M. H. Wizard 1

But breaking the spigot would flood the bath room, which probably have a draining system... The barracks would be damaged better, even tough there's nothing preventing the water from flooding up to the bath room...

I've been thinking, does anyone have a way of bursting the rock or blocking that not-so-secret passage? I could burn the tattoo shop, blocking one of their exits. They would surely find a way to leave the place even with both exits blocked, but might be a good idea...


M. H. Wizard 1

Ninja'd!


M. H. Wizard 1

I think Aeshuura missed that...
Take 10 on Spellcraft to identify the beads > 10 + 11 = 21
I missed the smelly part, so it's probably a Wand of purify water...

Pinky will cast detect magic on the walls of the meditation room.

So far:
- The wand is ours (not breaking it);
- We will break/puncture the pipe on 3 points trying no to make a noise on the barracks to let the water flood the place (how much noise would a scorching ray do for that matter?);
- Drop the basin water on the beds;
What else?

Is there a division between the statue room and the one we hear the chanting come from?


M. H. Wizard 1

Freaking untrained pregen wizard!

Meditation room:
K.Nature: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Barrack notes:
Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Pink takes the wand, pretty sure it's a Wand to make unholy water even before analyzing it, and stores it into his belt.
Should we break the basins?
Spellcraft on the wand: 1d20 + 11 ⇒ (3) + 11 = 14


M. H. Wizard 1

And there's a room to the south.

"I agree, let's finish everything we can before getting into a fight. The fight might help our "aspis invasion" story, but it might also warn the cultists of our presence. If at least i had a Silence spell...


M. H. Wizard 1

The problem is that the old not-gambling man is right after you.
Stealth: 1d20 + 2 ⇒ (17) + 2 = 19
Perception: 1d20 + 1 ⇒ (1) + 1 = 2


M. H. Wizard 1

Please explain something to me. We're heading TOWARD the sound's source????? Cause i thought they were in the Northern room...


M. H. Wizard 1

How big is the statue?


M. H. Wizard 1

If you don't mind me speeding up:

The party will sneakily enter the rooms where he hear nothing, taking a peek at the bottom of the curtains first. We detect magic and check what can be done in the place as a sabotage option. Pinky will move one square behind Orange.

So, where exactly is the statue? It does seem important, doesn't it?


M. H. Wizard 1

Pinky activates Message.


M. H. Wizard 1

Perchance one of you have a Silence spell prepared?
In times like this we learn not to play a Pregen!

Detect magic on the statue with the dagger!


M. H. Wizard 1

So what's with the huge room? Is there anything there aside from the basilisks?

Mr. Pink appears to be turning into a Super Sayajin, but he avoids the transformation and looks scared to the others:
Whoa, once in a life... He extends his hand toward the group, gets the figurine back and speaks again. There are basilisks here, you HAVE to avoid looking at them, control your curiosity.


M. H. Wizard 1

If you manage it please count me and send the link Aeshuura. I can keep Mero or use a lvl 1-2 if the tier is that low.


M. H. Wizard 1

Mero is ASSUMING we can give orders to the frogs. If we cannot please advise us and we will try something else.
Pinky uses the figurine to summon the 3 poisonous frogs.
I believe a dispel could banish them, but I'm not sure. Anyway, we could summon them again if that's the case. The trap will only wear off for a couple os seconds, probably, so, Orange, please check the magic while I summon this, and if it's clear we walk through.

Summon the three frogs on top of the circle.


M. H. Wizard 1

Pink swiftly says in a low voice.
Stop orange. There is a trap on the circle.

The frog is just a usefull tool we might want. I asked cause we had forgotten about it.

Mero keeps analyzing the trap.
I have no means do dispel it, but perhaps we might avoid it.
Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23


M. H. Wizard 1

A quick detect magic around to check for anything aside from the continual flames and mr.Pink is ready to go. Stealth mode ON. Is there anywhere to go but north?

I have the Figurine of Wondrous Power, but I'm not sure what does it do, since I see no frog figurine on the srd. Do we know that?


M. H. Wizard 1

I would leave the whole name of the Pathfinder organization out of this. To avoid connections. Sure, let's write it down.


M. H. Wizard 1

MAYBE we do not need to put a stage, only to put shadowtongue explaining the betrayal, but I'm not sure the cult would be sabotaged in that way.


M. H. Wizard 1

So here's our story:
First, all of us go in and sabotage the place. Putting both organizations against each other is only a part of the mission, but we were ordered to do some sabotage, and that must have a good reason for. Anyway, there are plenty of ways to do it, and we will find out how once we get there, but I suggest we go straight inside, present the gifts, put the witness to sleep/unconscious/charm and destroy everything we can. Then comes the show.

The show and the letter business:
What the cultists will learn is: The Aspis Consortium are mad with the cultists, and want to get rid of them for the humiliation they suffered from the society. But they need to put the agents down completely, and as the Cult is very secretive they would have to investigate further and gain their trust. Thus, they offered gifts as a way to get agents inside their headquarters and sabotage it.
Shadowtongue has wronged the Aspis and had been sent some days ago on a solo suicide mission, but he was sucessfull and returned alive. This time they included other Aspis constortium agents in the mission to guarantee that he didn't come back. The thing is, Shadowtongue, who was supposed to lead this incursion and be killed by his comrades after, was already suspicious by his previous adventure, and found out the true intent of the Aspis Consortium, managing to steal the letter. Jenk ordered the rest of the group to carry on the mission before shadowtongue had time to warn the cultists, but the same shadowtongue showed up and scared away the Aspis agents.
So long as there are no witness we don't need to make a big show, just some hacking and slashing, some shooting and some blasting. Then we leave two letters, a fake one pointing what the Spider comanded them to do, and one from shadowtongue partially explaining what happened (or shadowtongue himself can give explanations and vanish - obscuring mist is ready).

Fake letter:
Agent Jenk
I agree with what you mentioned. They need to pay for that humiliation, and may betray us. As they are very secretive in Riddleport, we cannot afford to leave their operations running. Assemble a team and command them to infiltrate the Lissalan's hideout and destroy everything, cultists included. How you fulfill that I leave to your choice, but I trust you will not disappoint me.
Also, there's one detail. Thestil Shadowtongue will be no more. Suffice is to say that his mouth is too dangerous. He will join the team alone, even if you need to put him as the leader to sustain the stage. You will order the others to get rid of him later.
The Lissalan safe house is located underground. Their complex is accessible via an abandoned tattoo shop called "Seven Needles" just south of Zincher's Arena and the Gas Forges.
The Lissalans remain paranoid, secretive, and edgy. Tread carefully, so we can turn this situation around. Success so soon after our arrival in Riddleport would mean accolades for me, and thus for you.
The Spider

Pending review. How's that?


M. H. Wizard 1

Yes, I can write the letter, i just need to fully understand what you want to do, or maybe already complement with what I think.

You (as shadowtongue) want to deliver to the Lissalans a fake letter, from the spider to Jenk, saying that the Aspis consortium want to sabotage/bully/destroy the Cultists because of what happened to the portal. To keep the cover they would denounce shadowtongue as the guilty one, cause the Aspis want to get rid of him (for any reason), and that's the same reason you're delivering the letter you hardly acquired (from the Aspis) to the cultists.

Is that it?


M. H. Wizard 1

I'm assuming Jenk kept the other items?

I can help you with that. I can even forge the document with the text you want. Anyway, you should have reminded Jenk that the note says "three items", and should have brought them with us, but maybe this way it will work as a plus in our job.

+11 do Linguistics.


M. H. Wizard 1

We don't know where the cultists are located, right?

Let's go back to Jenk and show these to him, then we learn the location of the cultists and find out how to sabotage them.

So we have a robe, a knife and a mug, i guess those are easy to copy and make fake ones, right?


M. H. Wizard 1

Ninja'd:
So you just have to lift whatever you want and start putting cups on it?

Pinky analyzes the chances of Mage Handing some enemy furniture to the floor.


M. H. Wizard 1

Mr. Pink points the big man that looks to be the owner, saying in a low voice to Orange:
"We should not do this here in the middle of the bar. He may summon this people to kill us in exchange for a drink!"

I suspect this will turn into a bar fight!


M. H. Wizard 1

That was great Vasilos.

Mr. Pink attempts to examine the hat:
Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28

"Ha ha! A drinking contest! We will never find who's responsible around here! We may even be in danger!" Nevertheless Mr. Pink looks around, scrutinizing the place to figure out if there are separate offices or if the owner is around the bar.
Perception: 1d20 + 1 ⇒ (16) + 1 = 17


M. H. Wizard 1

Mr. Pink comes back running, but not fast enough to make him fatigued.


M. H. Wizard 1

Mero is about to pass through the london bridge now, I'll send you all postcards!


M. H. Wizard 1

Mr. Pink runs as if there was no tomorrow.


M. H. Wizard 1

May I advise you to use a Summon Nature's ally spell?


M. H. Wizard 1

Love the Tongues curse! People think that it's the less effective but every freaking game with an oracle pass through this...


M. H. Wizard 1

What? I'm sorry, I can't hear you milady, I'm like away 100 feet and still running...


M. H. Wizard 1

Would you please stop rolling 1s for me? ^^ btw isn't there a wall between us and the creatures?


M. H. Wizard 1

The closest one next. Yes that's D, the Fish Bowl.


M. H. Wizard 1

Pink approaches, detecting magic on the box, focusing and learning what he can from the dagger with a spellcraft.
Spellcraft: 1d20 + 11 ⇒ (13) + 11 = 24

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