Boggard

Quartle's page

138 posts. Alias of michaelane.


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Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

I'm good to go. Definitely going to be looking at the new Besmara options in Inner Sea Faiths too if you'll allow them when the time comes.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Fantastic!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

My gut would be arcane. Between the warpriest and the skald, we probably will have decent melee. You've got the warpriest, shaman and inquisitor for some divine.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Things are heating up!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

And back from Gen Con!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Hey folks, I'll be back here and Age of Worms (wherever we play it) once I'm back from Gen Con! Hope the ability to post from work continues!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

No worries here either and since I'll be on vacation anyway, it syncs up well with my break too.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Because I think our employer is a little naive. He went bad. She thinks she can get him back. I expect the same as you. We'll eventually wind up killing him or turning him in to the city guards. She pays well though, so let's see what we find." Together with N'Dateh, Quartle heads out to try to track down their quarry.
Diplomacy to gather: 1d20 + 7 ⇒ (7) + 7 = 14


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Seems almost certain he's in this Azure District, no? Not only that, but it sounds like my kind of place. Any care to join me checking it out?"


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Might not matter, but... Diplomacy to gather info: 1d20 + 7 ⇒ (1) + 7 = 8
Nope, doesn't matter


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Sure, but I'm also wondering about her brother. Might not hurt to ask a few questions of our own."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"You're right about that. Guess I need to study up on the mythological creatures in this land. And puzzles."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"So you think there are more monsters hidden? Are there more rooms or hidden panels?"
Having a little trouble envisioning the room. Take 20 for 27 to search a section of wall for any hidden doors or panels.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Does anyone know anything about those other creatures? Either the ones here in the room or the ones on the list?"


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle has a look at Morgana's wound. "Looks like it nicked you there Morgana. I think you're poisoned. Let me see if I can help."
Heal (untrained) to assess: 1d20 + 3 ⇒ (17) + 3 = 20
Heal (untrained): 1d20 + 3 ⇒ (1) + 3 = 4
Heal (untrained): 1d20 + 3 ⇒ (3) + 3 = 6
Heal (untrained): 1d20 + 3 ⇒ (4) + 3 = 7
Heal (untrained): 1d20 + 3 ⇒ (5) + 3 = 8
Or not! Quartle manages an excellent job of assessing Morgana as poisoned and then has no idea of what to do with it. Must be those silly metal snakes!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle scampers up the wall, clearing room for N'Dateh, then crawls along the wall out of reach of the snake before climbing back down to the north. Once back on the ground, he pulls out his net.
Accelerated Climb up and around to E10: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Is that a metal snake?! As if the real ones aren't bad enough!"
No Knowledge (arcana) for me yet.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle narrows his eyes, "I would hope there is no danger in a family vault, but we'll take care of it if there is." He has a look over the door for any traps before she inserts her ring.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Unless he hid it, I'm not sure he knows about it either. I am in agreement with sending a runner to our employer." Following N'Dateh's lead, Quartle glowers at the man and asks "Did you hide the piece of paper in the headboard?
Intimidate: 1d20 + 10 ⇒ (15) + 10 = 25


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"No offense N'Dateh. Snakes are usually known for eating us frogs. Looks like we've got a few things for our employer and I owe thanks to Besmara for seeing us through safely. Shall we go back up top?" Once back on the deck, Quartle will offer a prayer to Besmara for our successful mission and drop another gold piece into the sea in thanks.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Sure, let's give it a go. I'll switch to my blunt arrows." Quartle nocks a blunt arrow and fires it at the spider-creature. Bolstered by the magics of N'Dateh and Julian, he scores another hit as the arrow lands with a thud, muffled by the creature's fur.
Attack (non-lethal): 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5 non-lethal, bludgeoning


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle studies the spider, taking a moment to look for weak areas in its dark body. As it rears up, he takes a shot with a cold iron arrow, trying to find a soft spot in its belly.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Do I have clear LOS from where I'm at (other than Celentria and Morgana)? Looks like there might be a bit of wall right next to me but I can't tell for sure.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle helps Julian with the rope and joins him at the rail to have a look at the swimmers. He drops a gold piece into the water, "Thank you for the blessings Besmara." He nocks a cold iron arrow and gets ready to join the others down below.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle makes his way down the mast to the deck, "Not bad. Sorry I was able to cover for you better N'Dateh. Anyone have an idea about that noise down below?"
Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Not about to give up is he?" Quartle draws and fires another arrow at Vark, noting that his motions have left an open shot at an unarmored area on his left leg. Unfortunately the space he needs to hit is too tight and the arrow thuds harmlessly into the deck.
Just a standard action this time: Attack
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle shifts his attention to Vark and murmurs, "A poor choice I fear. Your form is poor and you've left an opening under your shoulder." An arrow slices down straight toward a gap in Vark's armor.
Cease use of camouflage.
Move action: Study Vark
Standard action: Shoot him.
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Add 1 if Julian's song is still in effect which it probably isn't if he's trying to spit out water :)


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle attempts to use the action below to slip back into the shadow of the mast. He then draws and fires another cold iron arrow at the female sailor.
Swift action: Continue chameleon aspect: 5/6 rounds used.
Move action: Attempt to regain stealth
Standard action: Fire cold iron arrow at female sailor.
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

A little croak escapes from Quartle as the bolt thuds against the mast right between his legs and he breaths thanks to Besmara. Gold to the goddess for that escape after this fight. Wide eyes focus on the female sailor as he draws and fires another cold iron arrow.
Move action: Study female sailor
Standard action: Fire arrow at her
Swift action: Continue chameleon aspect 4/6 rounds used.
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle takes a moment to study the motions of the sailor who retrieved the man and woman (#4). Seeing his fellows are attacking with lethal force, he draws a cold iron arrow. Continuing to blend into the mast, the grippli fires at the sailor.
Camouflage: 3/6 rounds used.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

That works fine. He wasn't going to be the one to initiate since we didn't have a specific plan in place. The sailors going to get Vark blew up our original plan so its improvising time.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle fires a blunt arrow at one of the crossbow wielding sailors. As soon as the arrow is away, he focuses on the mast and subtly shifts the color of his skin to blend back in.
Attack: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 or 16 if you'll allow me to have studied the target before hostilities
Damage: 1d6 ⇒ 5 non-lethal 6 if studied, 7 if studied and surprise round
Swift action to activate camouflage to gain concealment for 1 round. I think that will allow me to attempt to regain Stealth without the sniping penalty.
Stealth (sniping): 1d20 + 10 ⇒ (11) + 10 = 21


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

I agree. Ready to start now. As soon as I see your glitterdust go, I'll know hostilities are underway.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle reaches the top rail on the far side of the ship and peeks his head over. If the coast is relatively clear, he climbs a nearby mast seeking a good spot to watch over the spot where Celentria and Morgana have come aboard and to prepare an ambush if necessary.
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Will go ahead and Take 10 for climbing the mast. Not too worried about distance although I'd prefer to try to stay within a range increment of the longbow.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Once they are distracted by our boarders, Quartle will slip into the water and swim around to a (hopefully) unwatched part of the boat (thinking the back side) and attempt to climb aboard.
I'll activate Chameleon Aspect if necessary to gain concealment to be able to slip away.
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
I think I can Take 10 for 12 on the Swim checks since we are not in combat.
Climb: 1d20 + 10 ⇒ (13) + 10 = 23


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle whispers under his breath, "He's afraid of Vark. Maybe we should tell him Vark always appreciates a visit by our ladies?"
Sense Motive: 1d20 + 9 ⇒ (16) + 9 = 25


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle watches the men on deck, paying particular attention to the man that has called out. Not interested? Of course not. Well, let's see if we can change your mind. "You men are in for shore leave no? Thought you might be interested in a little fun with the ladies. Can we come aboard?"
Move action to study the man calling out to us.
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Well, that is an inauspicious start!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Very well. We'll play it straight at the start. I'll be ready to slip off into the shadows given a reason though."
Diplomacy is a stronger suit for me. +7. I can bump my Bluff to a +4 if I can get a little time (a move action) to study the target first. Probably want to leave that rapier in the hands of someone that wants to stay close to melee.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"I like your thinking Julian. I could probably scale right up the side of that ship, but that's a much better plan for getting everyone on board. Am I the pimp or want me to sneak on board separately to set up an ambush if things don't go well?"


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Of course, there are ways of making a body disappear if it comes to that..." He sighs loudly. "Fine then. We'll do our best to keep him on his feet. More of a challenge that way."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Aye, I definitely intend to enjoy the Lady's fine hospitality. Perhaps she can share anything else she knows of the ship, Vark and his men while we dine."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle grins slyly at Julian's response to Lady Lavinia, "Intransigent? Isn't that the same word you used to describe Blackjaw before I feathered him back in Mangrove? We can be very convincing. In more ways than one." He nearly grimaces when N'Dateh caves. Ah well, negotiation is nearly complete. They're dropping right and left.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Might consider that if GM Blood allows it. I can pick up trapfinding as a slayer talent too at 8th level. Might be a little late, but I can get it that way too.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle totally fits in with that. He's definitely anti-hero material.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle's smile broadens as he dodges the question about his knowledge of Lady Vanderboren, "Morgana, a lovely name for a beautiful woman." Mmmm, to tell the truth or dissemble?

Julian's arrival interrupts his internal debate. "Julian! Gods, I had no idea I would ever see you again." He winks and grips Julian's arm tightly leaning close, "My skills are still quite sharp and a few new ones as well. Perhaps a chance to exercise them as well soon enough."

He casts a meaningful glance around the atrium as Celentria arrives. Once the ifrit has introduced herself he sweeps into another graceful bow. "Goodness Julian, we are graced with the presence of most lovely ladies this evening aren't we? A fascinating evening I am sure. I cannot wait to see who else will arrive."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

The name is a familiar one. One of the Eleder noble colonial families. Wealthy. A very intriguing patron or one to steal from later if things didn’t work out. Quartle nods his agreement and replies, ”You can tell Lady Vanderboren that I will be there. Am I dressing for dinner or a more immediate use of my skills?”
Knowledge (nobility) untrained: 1d20 + 3 ⇒ (17) + 3 = 20

Prepared for the evening Quartle arrives at the manor at the appointed time. Surprised to see the gate open and unattended, he waits outside in the shadows and studies the surroundings for a short time making sure no unwelcome surprises lurk without. Before long, his vigilance is rewarded. A beautiful young woman approaches and is let in by a halfling servant. I guess its a party then. Perhaps there will be others. Time to make an appearance.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Satisfied he isn't walking into an ambush, the grippli emerges from the shadows and straightens, then walks the short distance to the front door and knocks, a broad smile on his thin lips. He bows slightly at the greeting from the halfling, "Greetings Kora. I am Quartle. It is a pleasure to accept the Lady's invitation and your hospitality this evening."
Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

Seeing the young woman in the atrium he walks through the portal and bows deeply, "And you my lady must be one of the other dinner guests. I am Quartle and very pleased to make your acquaintance. Have you known the Lady for very long?"


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

I'm around though busy this week. I can't imagine I'll be repurposing a grippli profile anytime soon if things kick back into gear eventually :)


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Sounds good, see you again soon!


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Concentric

I also have my GenCon GM schedule in case anyone is planning ahead. I might add a couple more slots to GM depending on the rest of the family. I try to leave a few slots to play with my boys.
Thursday, August 14
Slot 1 (0800-1300): OFF
Slot 2 (1300-1800): OFF
Slot 3 (1900-2400): Gen Con Season 6 Special: The Paths We Choose (3-7)
Friday, August 15
Slot 4 (0800-1300): #5-21: The Merchant's Wake (1-5)
Slot 5 (1300-1800): #5-22: Scars of the Third Crusade (1-5)
Slot 6 (1900-2400): OFF
Saturday, August 16
Slot 7 (0800-1300): #5-22: Scars of the Third Crusade (1-5)
Slot 8 (1300-1800): OFF
Slot 9 (1900-2400): Bonekeep Level 3
Sunday, August 17
Slot 10 (0900-1400): #5-21: The Merchant's Wake (1-5)

Still waiting on my Origins schedule, but I'll be there too.

And if anyone is in the Chicago area in mid May, you can also catch me at the Monster Promenade.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

I'll be GMing 6 slots at a con this weekend so if needed GMPC me. Will try to check in, but you might not hear from me until Sun night/Monday.

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