1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
buffs:
Nevedno quickly reloads and fires again at the giant reptile while shuffling to the right.
Uhmm... You folks know this isn't really our target. We don't have to kill it. We just have to get past it.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Nevedno jumps from the little cover he has managed to find and fires at the giant reptile.
As it bounces off the scales, he curses and begins reloading.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Well folks, my parents seem to have completely recovered from Covid and I've recovered from taking care of them. You want me back in or have you progressed too far with out me? I completely understand if you have.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
knowledge arcana: 1d20 + 6 ⇒ (4) + 6 = 10
If there is enough cover to make it worth while, will try a stealth check. If not, move him another 15' further.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
knowledge arcana: 1d20 + 6 ⇒ (3) + 6 = 9 survival: 1d20 + 3 + 3 + 1d6 ⇒ (9) + 3 + 3 + (3) = 18 Using a spirit surge for an extra 1d6 Remember anyone can make a survival check. If you partook in the séance, you have a +1 and it is a class skill. Nevedno isn't really sure of the correct direction, but if he doesn't get any better advice, he will pick a tunnel and scout ahead looking for dangers.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Without a word, Nevedno takes out his Swiss Army Knife (traveler's any tool) flips a few parts around to form a serviceable pickaxe and begins hacking at the crack to force his way through. strength: 1d20 + 2 ⇒ (10) + 2 = 12 anyone else want to try or have a better idea? Maybe an adamantine pick or hammer? Summon a creature that can dig?
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
GM Fuzzfoot wrote:
Do you mean his tracks traveled 15' into this area along the same trail we were following then disappeared? Or is there another door on the far side that the footsteps disappear while approaching?
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Buffs:
Nevedno runs toward the remaining opponent, leaping over the fallen column.
Then he slashes at the horror with his axe.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Buffs:
Nevedno attempts to remove its skull...
if it is destroyed, will move toward the blue tentacle thing
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Buffs:
Nevedno brings his axe swinging through the skeletons rib cage and...
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Buffs:
Nevedno jumps around the column with a dash and slashes at the wierd blue tentacular thing with his axe!
What sort of slimy horror is this thing?!?
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Skai, please roll a survival anyway. You get a +3 for it being class and an extra +1. There is always a chance you could roll a high number. Right now, we are lost with a high of 6. Edit: I will try my misfortune re-roll from Kenji.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
I'm going to assume we can have a séance before we go.
I'm will gladly accept a charge off the wand.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
GM Fuzzfoot wrote: Amenopheus says “I could not scry on Kafar and Nefti, and teleporting to an arbitrary point in the Pillars of the Sun would be a fool’s errand. Our best chance is to enter the mountains close to their starting point, and then follow their tracks.”... But do we walk to the mountain? Time seems to be important to you in this escapade. Would it not be worth the arcane effort to get us to this starting point without delay?
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
@Zeta, Do you typically wish to risk Vellestir with scouting? I notice it has a decent perception and good stealth, but only 18 hp. If not, I may go with Trickster. I'm not seeing anyone else with a good stealth score. @GM, by the way, I should note that I have played this scenario before. I will be using a replay. It was long enough in the past, that I really don't remember much about it. Even if I do remember something as we go along, I am good at keeping that from affecting my character's actions.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
In struts a bald half-orc. He is wearing light armor with a light armor with a large axe and crossbow on his back. His equipment is well worn and his clothing is patchwork. Yet he struts as though lord of all.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Avatar updated. Nevedno is a Medium. The oddest quality of the class is I can channel a different spirit everyday. That will change my abilities depending upon which spirit I am channeling. My default when 'walking about town' is Champion. The second oddest ability is I can share my Séance Boon with everyone who takes part in my morning séance. The boons are all untyped, so stack with everything. The séance boons I can give are:
Marshall lets each person select their preferred boon, which is huge. However, it gives me personally, the least other special abilities. I don't know all your characters and playstyle yet. Is there some particular capability that is particularly needed? For example: no one to remove traps, no one to scout, no one to heal, Not enough front line melee capability, etc... If there is, I can kind of half-ash the role.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
I have no problem killing these. Just not sure everyone can charge up the stairs, get in melee range, and kill 2 guards, in different locations before they can sound an alarm.
Mumbling to disguise voice, Obviously I am Krant. Someone just delivered a message addressed to Iramine... Or is it from Iramine... Holding up a paper and moving it closer and farther like a man trying to focus on writing. You have younger eyes than me. What does this say? bluff with spirit surge and guidance: 1d20 + 6 + 1d6 + 2 + 1 ⇒ (11) + 6 + (4) + 2 + 1 = 24
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Sorry I wasn't available over the holiday. Did my bluff not work to get the acolytes to leave. I was trying to set that up so the fight was just with one priest and surprise. Oh well. Can we please try to make a decision on what we are doing. Do you folks want to try to charge up the stairs at the 2 priest in different locations, or do you want to try and fool our way past (or at least close to) them?
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Pointing at the priest, You wait here until the others leave. We have much to discuss. I will keep him distracted and facing away from the door. After the others leave. You guys take him from behind quickly and quietly.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Ok, for some reason I thought there was another set of stairs going up without going past them. I'd rather not have to kill them. I will put the high priest robes back on and try to talk them out of the room. Fellow followers of Razmir's light. Harken. I have just received Holy Word from the shepherds. A Great Pilgrimage is coming and is almost here. We have little time to prepare. We must show our diligence in preparation or there will be punishment for all.
The maps disappeared for me so I'm guessing at rooms. I want rooms that a visitor might enter but doesn't currently have anyone in it.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Nevedno again swings with his axe.
Oh well a 2 is so much better than a 1. I couldn't even manage an aid another roll.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Nevedno slashes with his axe.
Sheesh! I can't believe how many 1's I've rolled with this PC.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Agreed. I will lead for this. Nevedno smears vial of noxious goo on himself, lights one of his torches, readies another vial, then moves to the front.
ranged touch: 1d20 + 2 ⇒ (1) + 2 = 3, if hits, vial of acid damage: 1d6 ⇒ 3
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Since not following that plan, I won't have used my re-roll or second spirit surge. I will go in first to try and distract them.
Nevedno move in to stand behind the priests (axe in hand within the robes). With all possible bombast he intones, This will be a portentous day for the church of Razmir within this city. Something important is about to happen. You are among the first to be involved. Close your eyes. Clasp your hands above your heads. Now chant with me the prayers of the opening day. Etc... Will continue until Hal opens fire... Or maybe we will. Then Nevedno brings out his axe to slash at the closest priest.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
Halunzet "Hal" Methrigum wrote: Maybe I'm missing something on the map ... but the dining room is *more* secluded from calling for aid than the hallway is, isn't it? We have already gotten the acolytes out, so if we jump the priests, we'd want to do it in the dining room. I was thinking game mechanics. By the PF rules, you only get a standard action in a surprise round. You are a shooter, so it's ok for you. Melee guys can move or attack. Makes it hard to close and fight unless you have an open charge lane. But if they walk out in our ambush, no one has to move to get within reach of them.
1/2 Orc Medium 4 (trickster), HP:31, AC:16, Touch:12, Flat Footed:14 F:+5, R:+7, W:+6, Init:+4, Perc:+9, darkvision
I could order them to join me to get them out in the hallway for an ambush. You folks set up out here to get ready. Take them out swiftly and silently. Only if the rest agree with this plan: Guidance on myself Nevedno struts imperiously into the room. You two shall suffice for the task. Your assistance is required. Come with me. Immediately! bluff: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Crap! I will use my folio re-roll re-bluff: 1d20 + 6 + 1 + 1 + 1d6 + 2 + 3 ⇒ (3) + 6 + 1 + 1 + (1) + 2 + 3 = 17 Double crap! Ok, I added in my second spirit surge for the day.
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