Dalviss Crenn

Merten Falstaff's page

137 posts. Alias of psychicmachinery.


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Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Still here as well, still interested in continuing.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
If anyone wants to aid another, it might help, and probably wouldn't hurt.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten bows his head and avoids looking at Griselle. The boy told us where the prisoner was, and aided us in rescuing him. He also told his father of our presence, but what son would do any less? I know naught of the girl, but she raised no hand against me. If Sarenrae will bring them back from the Boneyard through your works, I will aid in whatever way I can. He shakes his head, clearly conflicted but finally looks up at Griselle. Help us to end this without further bloodshed Griselle. Please.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

I'm interested in rolling for npc/the other side in combat. Not sure exactly how that would work on the forums. Would you assign particular blocks of npc's to each player, or just whoever's available does the rolling?

One quick and dirty way to beef up encounters if we're making too short work of them is to add the Advanced simple template to all NPC's.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Yeah, one of the reasons that I was very interested in joining this game was the opportunity to play at this level. I'm enjoying the game and RP with you guys quite a bit, but the strategy and crunch are one of my favorite parts of the game, and I would be sad to lose out on that. Obviously, I don't want you to run a game that you don't enjoy, so I'm open to different ways of doing things.

I think that sharing some of the numbers duty is a fine suggestion, and would be more than happy to do my share in that regard. I'd also be more than happy to go and do research on different topics as they arise and give brief summaries on request.

I don't have any experience with the kingdom building aspect of this game, so I'll leave that alone for now.

I don't know what an E7 game would really look like, and if that's something you're leaning towards, I would like to voice my preference that we make it an E9/10 game and/or allow character rebuilds to allow for planning around that ceiling.

tl:dr - I like this game and hope that it doesn't die, especially since I joined so recently. I'd be happy to take on crunch-monkey duties if that helps.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten makes no move to avoid the slap, and cheek stinging, lowers his crossbow. And now you know how it feels to lose that which is precious to you. Merten shakes his head, saddened and perhaps a bit wiser. You know, he adds in a small voice, I've been looking for you for years. I wanted to know why, though I knew in my heart of hearts that the why of it didn't matter. I wanted to know if you ever had any genuine love or affection for me. If you did at one time, you clearly no longer feel that way. Merten exhales loudly, then looks on Griselle with clear eyes. If I was a murderer, you would be dead already. I should leave you as you left me, naked and penniless. But for the time being, I'll see you bound and gagged so you can't cause any mischief. Kriger, if I might have your assistance for a moment...


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Happiness? By the All Seeing Eye... Merten snaps his mouth shut and favors Griselle with a rueful grin. You always do this, no sooner do I best you, then I spend precious time trying to explain myself to you. Well, no more. Merten squares his shoulders and moves closer to Griselle, staying out of her reach however. You've begged for your life, so start talking if you wish to keep it. Whatever you know about Drelev's plans and allies, now is the time to tell us.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Mal, remind me to craft up a lesser rod of reach for you once we get some downtime. Three third level cure spells at close range per day is well worth the 1500gp crafting cost.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Oh gods... those children...

Merten is taken aback at the ruin wrought by the combat. Why Griselle? What did you hope to accomplish with all this?

OM, did that guard who ran into the acid fog turn up when it dissipated?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Not bad for our first high level combat together. Obviously we've got some kinks to iron out, but over all, that was pretty good.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Yes, we Dimension Door'd into the acid fog. The black haired guy at K6 is Stroon. He's the one making speeches about being an evoker. The green circle is the acid fog. The black circle is the black tentacles. The red circle is the glitterdust. Griselle is at L4, Drelev's kids (who may be dead?) are at H3 and J4. Getting close to Raveneau might be tough since he has a bunch of whirling death daggers spinning in a 5' radius around him. Drelev is down, but probably not technically dead yet. Maybe if someone gave him the old coup de grace you could get a channel in on Raveneau. I think that covers everything.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Very well. Merten's disembodied voice grumbles. When the tentacles drop you, lay face down. If you have truly surrendered, no further harm will come to you.

Merten dismisses his spell and draws his crossbow.

+2 on attack, ac, and reflex from BoF


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Ah, ok, I was unclear on that. I'll get actions for Luca and Merten posted soonish.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Since Geraint is MIA, can we get some botted healing on Kriger? What I do next is really going to depend on whether he's up or not.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

reflex: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30

Merten spits blood but remains upright. Is that all you've got, charlatan?

-27 hp, 28/72 remaining.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten Concentration: 1d20 + 19 ⇒ (4) + 19 = 23
Luca Concentration: 1d20 + 6 ⇒ (12) + 6 = 18

Merten will use his Prescience roll of 5 from earlier to eke out that last point. What was the acid damage from last round? I can't seem to find it.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

prescience: 1d20 ⇒ 5

You could have had all of me, Griselle. Merten mutters sadly as he concentrates, and fades from view.

Merten's Black Tentacles continue to constrict all within their grasp.

CMB: 1d20 + 15 ⇒ (10) + 15 = 25 +5 vs. those already grappled.
damage: 1d6 + 4 ⇒ (6) + 4 = 10

Defensively cast vanish, auto succeed the check, but I'll roll it if you want me to. Climb over the table and move to D7 using the 30' movement bonus from BoF.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Fair enough. I'll still take the +2 to AC and Reflex.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

And +5 to anyone already grappled, of course.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Thanks for the reminder. Too bad I forgot to do my prescience roll at the start of my turn. I'll just have to rely on the dice. Also taking the +2 to attack, AC and Reflex from BoF this round.

Merten's snaking tentacles continue to lash about the room.

grapple: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
damage: 1d6 + 4 ⇒ (5) + 4 = 9


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten grabs on to Kriger and grins. Once more into the breach, then. Sorry, this might sting a little.

Cast Dimension Door. Kriger to B5, Merten to C5, Luca to D5, Malaswyn to E5. The acid damage stinks, but hopefully they won't actually know where we are for a moment since the fog provides concealment.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Ok, so I read through line of effect, dimension door, summon monster and concentration rules. I think, as long as Malaswyn's willing, I can take him with me on a dimensional journey to the other side of the wall of force. Concentration check rules indicate that Malaswyn can concentrate and maintain his spell as long as he makes a concentration check with a DC of the non-damaging spell (dimension door, which has no save unless you're an object) plus the spell level, so, a DC 5 concentration check, unless I'm mistaken.

Does Merten need a spellcraft check to figure that out?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

I'm not sure if we can summon something on the other side of a Wall of Force. That's DW's call, but signs don't look good from what I've read.

Dimension Door lets me take up to one willing creature per three caster levels with me, so I can take Kriger, Malaswyn and Luca. No fuss, no muss. You guys can act after we teleport, which I guess opens up the question of whether Malaswyn can cast his spell uninterrupted while I Dimension Door him. Maybe DW will let me make a spellcraft check on that or something.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Don't worry guys, I prepped Dimension Door. I can get us all out from behind the wall of force. But in the mean-time, it's a nice protection for anyone who wants to, say, summon up something/s that can teleport itself/themselves.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Kriger, don't you get one more attack from Blessing of Fervor? GM, did Drelev fall into my pit?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

prescience: 1d20 ⇒ 9
black tentacles grapple: 1d20 + 15 ⇒ (3) + 15 = 18 +5 vs. creatures it is already grappling, i.e. Stroon & 1-4
Yeah, definitely going to use the prescience roll there, so CMB check is 24, 29 vs. creatures already grappled plus various blinded/prone modifiers.
damage: 1d6 + 4 ⇒ (1) + 4 = 5

The others you swindled and robbed!? Merten spits back at Griselle. Spare me your invective. I'll deal with you momentarily, but for the moment, your newest conquest seems keen on leaving, and we can't have that, now can we?

Merten moves to the space recently occupied by Kalsgrim, and concentrating, conjures a deep pit beneath Drelev's feet, using Malaswyn's blessing to extend the duration.
defensive cast create pit: 1d20 + 19 ⇒ (16) + 19 = 35 DC 19
Move to H1

Create Pit DC 20 reflex save, 30' pit in F,G 7,8, DC 18 reflex save E6,7,8, F6, G6, H6,7,8. 3d6 falling damage. Also, I'm not sure, but some of the chairs/table may fall as well, that's a GM call I guess. Using Blessing of Fervor to extend the spell, 22 round duration.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Kals, isn't your caster level 7? (Paladin level -3) I think Rav gets a +14 on his escape artist check. With his +4 from Dex he's got a pretty good shot to make it.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

No worries man. It usually takes me a while to get the hang of a new character too, especially when they start off at higher levels like we did.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Can't you Dimension Door as an SLA with your magus spell dance? I checked your character sheet before I dropped it to make sure you had a way to get out. Anyway, Luca will grease you on his turn and you can try an escape artist check.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Using the 30' move increase from BoF this round.
Merten pumps his legs, feeling the divine rush of Malaswyn's spell and surges out of the acidic haze. He runs forward, skirting the wall to stand in the corner. Move to L1.

Once there, he throws a small piece of rubbery flesh at the throne, causing a writhing mass of snaking, black limbs to erupt from the floor, attacking all within their grasp.

Kals is right, blinded critters can't make AoO's. Also, they are at -2 to AC, and therefore CMB as well, and lose any Dex bonus to AC/CMB. In addition, anyone who is prone in the AoE gets an additional -4 to AC/CMB against melee attacks. So, -2 CMB if blinded and take away dex bonus, -4 if prone, -6 if blinded and prone and take away dex bonus. Black Tentacles is a 20' radius centered on K6.

Black Tentacles CMB: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 1d6 + 4 ⇒ (6) + 4 = 10

Surrender! he shouts, almost pleading.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten attempts to identify the spell the old man cast.

spellcraft: 1d20 + 22 ⇒ (16) + 22 = 38

Assuming that it was acid fog that should be high enough to identify it.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Your actions bespeak a lack of vision,Merten calmly informs Drelev, so it is only fitting that you suffer the same. His words take on a certain gravitas as he steps forward and lobs a handful of sand and mica before him culminating in the familiar burst of a glitterdust spell.

Move to f,4, Activate Foretell(SU) as a free action, -2 luck penalty to ability checks, skill checks, caster level checks, saving throws, and attack rolls to all enemies within 30' radius. For glitterdust, DC 20 Will or blinded, all invisibles are outlined, no save, SR does not apply. 10' radius spread centered at J,K,3,4, so it looks like Drelev's son and Stroon are not caught, but everyone else is.

prescience roll: 1d20 ⇒ 15


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Positioning looks good, thanks.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Ha! Also, I've been reading back through the thread, and you guys are killing me with that masquerade ball from last year.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Kriger's burning axe sears away Merten's reverie and his features once again become cold and implacable. With a look over his shoulder on the off chance that Drelev is employing more invisible henchmen, Merten calls out. I don't know what your part in all this is Griselle, and you've some explaining to do, regardless, but if you submit now, I can promise that no harm will come to you. Resist, and things may go poorly.

perception+see invisibility: 1d20 + 22 ⇒ (8) + 22 = 30


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Eh, the refusal of a marriage contract isn't enough to justify an attack on the people under your protection to my mind. I don't know who Armag is, but why is the Duke doing what he insists? Also, who are the Tigers? I feel like I'm missing a few plot points here. Would Merten know any of this stuff?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten stayed at the back of the group, doing his best to stay wary and watch for trouble, or more trouble, as the case might have been. Unfortunately, his eyes were continually drawn to Griselle, like iron shavings to a lodestone, and it was all he could do not to gape at her. It's as though she hasn't aged a day, he muttered to himself.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten pulls a pinch of talc, mixed with trace amounts of powdered silver, from his component pouch, moistens the ball with his own saliva and smears the mixture onto his eyes, muttering under his breath as he does.

Cast see invisibility.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Whatever happens, the wizard murmurs, she must not escape, and she must live. I have questions, and I will have answers. His face becomes stony as his fingers dance, tracing out arcane gestures.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten mentally relays the path traveled by the eyes to Luca, who in turn transmits his thoughts into the minds of the others.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

She's there! Come! We must secure them at once. If we can capture your Drelev at the same time, so much the better!

Cracks show in Merten's normally calm facade, as his fingers begin to twitch.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Roughly a half dozen people in the throne room. Merten relays as the magic of the eyes is revealed. One is wearing a crown. The young boy we saw earlier is there with them, and two females... Merten strains the limits of the vision, trying to determine if Griselle is among those gathered there.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Some of the residents are converging on the first level of the tower. We had best move quickly.

GM:

How many? Any giants or other remarkable denizens? Are they entering, or gathering outside? Any obvious leaders? Merten sees whatever the eyes saw, and they have his knowledge, etc.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Luca, remind me to whip up some antiplague the next time I manage to put an alchemy lab together. Some antitoxin as well, those sorts of things are quite useful, would that I had thought of them before fate brought us here.

Merten looks to the others with a small shrug. Kalsgrim's plan seems best. If we can manage to find Drelev's effects, we might determine where the remaining prisoners are. While we do that, I'll send out my little scouts, and see what knowledge they can bring back to us.

Merten gathers up five of his prying eyes and instructs them as follows:

instructions:

25 word limit:
Split up. Search castle grounds. Stay hidden. If discovered, flee over castle walls, wait 5 minutes, then return to me. Return immediately if more prisoners found.

The eyes quickly fly off.

Were there any other exits from the guards station? If so, we probably want to secure them.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Gah! Merten recoils in disgust as the fowl stench wafts out of the oubliette. Awful, imagine being locked in there!

He stays near the door with Raveneau. But, weren't there supposed to be more of them?


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

All I saw on the other side of the simple door was a storage cellar. The fortified one is probably what we're looking for. Do you think it might be trapped?

Merten keeps his magical sight active and inspects the door for any obvious traps.

perception: 1d20 + 22 ⇒ (2) + 22 = 24


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten checks the sergeant for additional keys and quickly sweeps the room for magic.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten pulls out a scroll and moves up the stairs.

Going to cast slow on the guards. DC 20 Will save.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten loads his crossbow.


Spoiler:
Init +10, Perception +18(+22), AC: 20/14/17, F+9, R+10, W+10, hp: 72/72

Merten grins mischievously at Raveneau. Oh come now, where's your sense of adventure?

Full Name

thistledown notagnome

Alignment

Complicated Good