Rogue Elf

Renzuran Darber's page

96 posts. Alias of Bob Evil.


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Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Understandable, considering the circumstances. Thanks all the same for putting in the effort in the first place.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

If you did decide to keep the game going I would suggest getting at least two other players to fill out the party, unless you feel that you can adjust the CR of the encounters for just the three of us.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

I'm willing to stick it out if everyone else wants to, but freely admit that there's not much point in letting a game drag on if so many people are finding it too difficult to keep a hand in. I will respect the GM's decision if it winds up being closed.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

As Renzuran gets ready to ship off, he thinks back to the Rahadoumi woman Harrigan threw over the side. If it had pleased them, they would have happily done the same to him or the others with little provocation--and probably would have enjoyed doing it, too.

As he knelt and prayed for the day's spells, Renzuran once again resolved to look for a way to seize control of the situation before the the situation turned any uglier. He had no desire to die on someone else's whim.

Spells prepared:
1 Divine Favor, Inflict Light Wounds (DC 14), Shield of Faith, (D)Confusion, Lesser (DC 14)
0 (at will) Bleed (DC 13), Guidance, Resistance, Stabilize


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

I'm still around. Just been waiting for the next scene to start.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Sorry; I lacked proper access to the desktop for the weekend. Moving on--

Night 1:
Bolstered by a good performance review for once, Renzuran decides to live it up at the party. As an oblation to his goddess, he takes a deep pull of the rum...
Fort save vs. DC15: 1d20 + 4 ⇒ (6) + 4 = 10 Failure.
Con Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Alchemical bonus to Cha for eight hours: 1d4 ⇒ 3
...and promptly drinks himself nauseous. Still, alcohol does make one charming, at least in his own mind, and he attempts to chat up his fellow rigger, the gnome Conchobhar Turlach Shortstone.
Influence NPC: 1d20 + 3 ⇒ (7) + 3 = 10

Fort save vs. DC10 or Exhausted until 8 hours rest: 1d20 + 4 ⇒ (18) + 4 = 22 Success.
The next morning Renzuran manages to shake off the worst of the rum's effects.

Night 2:
The party's still going on, and Darber refuses to back down from the bottle.
Fort save vs. DC15: 1d20 + 4 ⇒ (19) + 4 = 23 Success!
Alchemical bonus to Cha for eight hours: 1d4 ⇒ 3
Bolstered by strong drink, Renzuran uncharacteristically launches into a rousing sermon on Besmara's virtues in front of the assembled crowd, with the bawdy parts left in.
Entertain: Untrained Perform (oratory) vs. DC10: 1d20 + 3 ⇒ (3) + 3 = 6 Fail.
This goes over like bad squid, and the crowd promptly drifts away.

Fort save vs. DC10 or Exhausted until 8 hours rest: 1d20 + 4 ⇒ (7) + 4 = 11 Success.
On the bright side, the fatigue just barely manages to leave him be the next morning.

Night 3:
Another night, another chance to hold his liquor. Couldn't be worse than last night, at any rate.
Fort save vs. DC15: 1d20 + 4 ⇒ (9) + 4 = 13 Failure.
Con Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Alchemical bonus to Cha for eight hours: 1d4 ⇒ 2
Stumbling over to railing in an attempt to keep his dinner down, the half-elf makes small talk with Giffer Tibbs.
Influence NPC: 1d20 + 2 ⇒ (10) + 2 = 12

Fort save vs. DC10 or Exhausted until 8 hours rest: 1d20 + 4 ⇒ (7) + 4 = 11 Success.
However poor his attempts at hard drinking go, the cleric always seems to bounce back the next morning.

Night 4:
On the final night of revelry, Renzuran picks up his drink and scowls at it before knocking it back in one go. If nothing else, he's persistent.
Fort save vs. DC15: 1d20 + 4 ⇒ (18) + 4 = 22 Success!
Alchemical bonus to Cha for eight hours: 1d4 ⇒ 3
In a somewhat drunken attempt to make up for his previous failure, Renzuran attempts to regale the crew with a tale of Red-Eyed Wyatt, a legendary pirate captain who became one of Besmara's favored. But first he needs to regain the attention of the crowd, and that will require some finesse. He stands up on a crate and, gesticulating grandly, tells them that if they only lend their ears he has has a yarn that will make their pulses race and their blood freeze.
Bluff vs. DC15: 1d20 + 5 ⇒ (10) + 5 = 15 Success
Pleased that the crew has suddenly taken an interest in what he has to say, Renzuran begins the story, pantomiming swordfights, mayhem, and foul acts otherwise unprintable here.
Entertain: Untrained Perform (oratory) vs. DC10: 1d20 + 3 ⇒ (14) + 3 = 17 Success, but does not hit the DC20 needed for the +2 Cha bonus.
At the end of the tale Renzuran recieves applause from most of the crew, although he's a little dismayed to see that it hadn't gone over as well as he'd hoped. Still, better to take what you can get, he figures.

Fort save vs. DC10 or Exhausted until 8 hours rest: 1d20 + 4 ⇒ (12) + 4 = 16 Success.
Still, if nothing else, Renzuran feels fine the next day. If nothing else, at least he's somewhat ahead of the game this time.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Works for me; I just want the cash this time around.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

With the battle having been won, Rezuran sheathes his rapier with a sense of relief. He prods one of the unconscious Rahadoumi crewmen with his boot, then turns to face those who had answered his request to prevent the boat's escape.

"Thanks be to the Pirate Queen's fickle will that you lot came along. I not so proud as to admit that I probably couldn't have stopped them from getting away on my own."

The half-elf removes his tricorne hat in salute and extends a hand with a palm wrapped in with a skull and crossbones tattooed on the back.

"Names Renzuran Darber, one of what passes for Besmara's holy men. You heard what Morgan said, so now's the time to decide whether making the jump from outright slavery into indentured servitude was worth the trouble. I haven't been fond of the latter so far, but I can only imagine what you've been through with the former."


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

"No time to be gentle, mate..."

Reaching out with his free hand and a quick prayer, a nimbus of cold blackness envelops Renzuran's bandaged hand as he steps forward and attempts to touch one of the men trying to deploy the longboat. If it connects a wave of negative energy will wash over the unfortunate Rahadoumi.

Move to 6E.

Cast inflict light wounds on crewman #11 as a melee touch attack (Caster level 2: 1d8+2 negative energy damage, Will save halves damage, subject to Spell Resistance).

Inflict light wounds: 1d20 + 2 ⇒ (16) + 2 = 18

Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

After his opponent is felled, Renzuran happens to notice the enemy captain and two of his crew attempting to free the boat. For a split-second he wonders if they could commandeer this vessel afterwards and sail to freedom, but ultimately decides against it.

"You there!" he shouts at Sasha and Eugeni, "You don't look like you're with the Rahadoumis, so get off your duffs and help me stop them! We can't let this ship get away!"

Move action to D6.
Move action to draw rapier.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran curses at his poor aim and reloads the crossbow, trying once again to get a bead on the marksman currently ensorcelled by Tevyn's hypnotism.

Move action to reload the crossbow (29 bolts remaining).

Standard action to shoot the confused marksman #2; light crossbow (range 80 feet, 19-20/x2); -4 penalty for attempting to inflict nonlethal damage with a lethal weapon.

Attack: 1d20 ⇒ 20 A hit and and a critical threat!
Damage (nonlethal): 1d8 ⇒ 8

Crit confirm if 19 or 20: 1d20 ⇒ 1 Missed the crit confirmation; the hit is just a normal hit.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

I'm sticking with my previous action. Still waiting to see the results of that natural 1.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

With both marksmen momentarily under the effects of spells, Renzuran decides this is a good opportunity to try picking one off from a distance.

He stows his club and unhooks the crossbow from his belt. Steadying his aim upon the shooter he had confused, the same one who shot him earlier, he attempts to take the man down without killing him and lets the bolt fly.

Free action to draw the crossbow (+1 BAB allows it) combined with a move action to load it.

Standard action to shoot the confused marksman; light crossbow (range 80 feet, 19-20/x2); -4 penalty for attempting to inflict nonlethal damage with a lethal weapon.

Attack: 1d20 ⇒ 1 Oof.
Damage (nonlethal): 1d8 ⇒ 7


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

After watching Tevyn knock out the swordsman, Renzuran nods in thanks to the halfling.

"Much appreciated. Now how about we go and take care of those shooters before they get me with another lucky hit?"

Turning and making his way toward the nearest marksmen, Renzuran attempts to get into range and cast a spell that will leave the enemy confused long enough to close the gap and attack.

Moving toward the nearest marksman.

Casting lesser confusion on him (range 35 feet, DC 14 Will negates). If it succeeds, he will have the confused condition for one round.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran ducks and dodges out of the way of the Rahadoumi's swipes, but he's wishing the Garundi bastard would just go down already. Turning on his heel, he blocks with the buckler and swings the club up from behind it to catch the man in the jaw.

-4 penalty for attempting to inflict nonlethal damage with a lethal weapon.
Attack: 1d20 - 2 ⇒ (18) - 2 = 16
Damage (nonlethal): 1d6 + 1 ⇒ (3) + 1 = 4


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Not noticing what's happening with the Captain, Renzuran once again attempts to end the fight with the swordsman. Attempting to deflect the sword with his buckler, he takes another swipe with his club.

-4 penalty for attempting to inflict nonlethal damage with a lethal weapon.
Attack: 1d20 - 2 ⇒ (13) - 2 = 11
Damage (nonlethal): 1d6 + 1 ⇒ (1) + 1 = 2


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

"AAAGH!"

Renzuran cries out as the slug strikes him in the torso. Through sheer luck, it seemed to have glanced off of one of the studs in his leather armor and avoided doing internal damage, but it still hurt like hell.

Sucking in a breath through clenched teeth, he squinted toward the shooter and made a decision.

I'm a little unclear on my position at the moment, so one of two things is going to happen:

Assuming that I'm still fighting the swordsman on the stairs and he hasn't given up yet, I'm going to take another swing with the club.

-4 penalty for attempting to inflict nonlethal damage with a lethal weapon.
Attack: 1d20 - 2 ⇒ (12) - 2 = 10
Damage (nonlethal): 1d6 + 1 ⇒ (1) + 1 = 2

If the swordsman gave up or is on the run, I'm going to cast lesser confusion on the marksman, assuming he is in range. If necessary, I will move closer to him to do so.

Move action to get within casting range (30 ft. range).
Cast lesser confusion (subject becomes confused for one round; DC 14 Will).


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Using Sudden Shift again (5 uses remaining) to capitalize on this newest miss, this time teleporting as far behind the swordsman as I can see while remaining in his reach.

Getting used to the rhythm of combat now, Renzuran disappears once again as the Rahadoumi's blade fails to connect, focusing on materializing in the space in sight behind him. Starting low and putting his weight into it, he brings the club in a rising backswing, intending to strike the man across the jaw as he turns around to face him.

-4 penalty for attempting to inflict nonlethal damage with a lethal weapon.
Attack: 1d20 - 2 ⇒ (10) - 2 = 8
Damage (nonlethal): 1d6 + 1 ⇒ (2) + 1 = 3


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

When the Rahadoumi's attack misses him, Renzuran suddenly winks out of existence and immediately appears to his foe's left.

Using my Sudden Shift domain power to teleport as far to the swordsman's left as I can in the space of the stairway while remaining within his reach.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier (6/day).

Hoping to bank on the man's confusion, Darber brings his club in a sideways swing in an attempt to strike the man's head, hoping to knock him out.

-4 penalty for attempting to inflict nonlethal damage with a lethal weapon.
Attack: 1d20 - 2 ⇒ (17) - 2 = 15
Damage (nonlethal): 1d6 + 1 ⇒ (5) + 1 = 6


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Seeing Morgan charge into the vessel, Renzuran figures that he's less likely to get overwhelmed if he sticks close to somebody else. Club in hand, he follows after the fighter to the stairs, not bothering to purchase a sap from Grok as he lacks experience with the weapon.

While Morgan attacks the Rahadoumi swordsman directly, Darber sidles up from another direction and calls upon one of Besmara's gifts: a hand charged with chaotic energy that can curse his foe with misfortune.

Move action to reach the enemy swordsman on the stair while he faces Morgan.

Touch of Chaos (touch attack): 1d20 + 2 ⇒ (11) + 2 = 13
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6/day).


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran leans back against a railing and merely listens to the group ask their queries. As for him, he was indifferent. A ship needed taking, aft deck and sterncastle were to be held, keep the deaths to a minimum, don't let anyone escape; seemed simple enough. Who they were boarding was almost irrelevant in his mind. Pillaging was a sacred duty in and of itself.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Just for the record, my spells prepared for the day are:

0 (at will) Bleed (DC 13), Guidance, Resistance, Stabilize
1 Bless, Divine Favor, Inflict Light Wounds (DC 14), (D)Confusion, Lesser (DC 14)


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Climbing up from below deck, Renzuran cracks his neck and looks to the horizon. The targeted ship is getting closer and if he's going to be ready to board with the others, he'll need his gear.

Stopping by the quartermaster's Darber is relieved to find that he is able to retrieve his weapons without incident. Crossbow, club, dagger, and of course the rapier...he unsheathes the blade and inspects the edge. Even after all this time in storage it still carries a wicked edge, and he smiles, that lopsided grin slightly unnerving to those who witness it.

He straps down his gear, grips his holy symbol in a moment of quiet prayer for the coming pillaging, and runs to take his position for the oncoming raid.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Renzuran sips his rum tonight, not wishing to compound the fatigue he had already built up from the day's activities.

Fort vs DC 10: 1d20 + 4 ⇒ (6) + 4 = 10 Just barely made it.

Afterwards he turns in to get some rest for what is likely to be another hard day on the rigging.

Recover from fatigue.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Sure, why not?


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran turns halfway from his location at the sails as he hears Scourge's shouting.

"Oh, what is it now...?" he wonders aloud, and moves cautiously to get a better view.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

After a good night's sleep, Renzuran has shaken off his fatigue and is once again ready to attend to his rigging tasks with as much grumbling resolve as he can muster.

Profession (sailor): 1d20 + 8 ⇒ (3) + 8 = 11 He succeeds.
Constitution: 1d20 + 1 ⇒ (1) + 1 = 2 But he is left fatigued by the effort.

While the line work job goes off without a hitch, the effort has once again left the half-elf tired and aching. He removes his hat and wipes the sweat from his brow, hoping against hope that nothing out of the ordinary will assault the ship today.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

As is becoming typical, Renzuran sits at the table sipping his rum and fuming over his latest punishment. He doesn't bother advocating mutiny again though, because what would be the point? Until something drastic happens he plans to lay low and bide his time for a better opportunity.

2: Sip.
Fortitude DC 10: 1d20 + 4 ⇒ (17) + 4 = 21 Success.

After supper has ended he excuses himself and heads straight to bed in order to ease his aching muscles.

1: Sleep; recover from fatigue.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

By the time Renzuran's boots actually manage to hit the deck, Tilly has been saved and Plugg is already yelling at them to get back on task. He wipes the sweat off his forehead and grudgingly goes back to work.

Later, exhausted from the events of the previous day, Darber actually manages to nod off standing as he leans against the rigging. This is accompanied a short time later by a sharp kick to the back of the shin by Plugg sends him sprawling momentarily to the floor, before shooting back up and scrambling to the crow's nest. He curses his misfortune, and more specifically, Plugg himself, but keeps his grumblings out of earshot.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Darber is still attempting to climb down from the heights of the crow's nest to assist the others, but the fatigue in his bones and the storm winds whipping around him are doing an able job of impeding his progress. It's all he can do just to yell words of encouragement.

"Keep at it! She's almost back aboard!"


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

From his position in the crow's nest (which judging from Bellamy's presence they sent him to act as an extra set of eyes, except why send a blind man up in the first place?), Darber squints to try and make out the shape of the crewman who fell overboard, but the driving rain makes his vision about as good as No-Eyes'. It also didn't help that the fatigue from the climb was beginning to weigh down on him.

"He's over the port side! Can anybody see him...?!"

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Here's that second perception check you asked for.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Unlike Servi, the crash actually does startle Renzuran out of his bunk. He lets loose a string of cusses as his arm reaches up from the floor to grope for his hat on the corner.

When he finally gets topside, he shields his eyes with his hand and looks out over the stormy horizon. Besmara was either riled about something, he figured, or else she was just bored and wanted to see how they'd react. The goddess was notoriously fickle even at the best of times, and not even a priest like him could say which it was for certain.

He glanced up at the mainsail whipping in the violent winds and exhaled nervously, kissing his holy symbol for luck.

"'May we be dead before we hit bottom...'"

Profession (Sailor) DC 12 (Working diligently): 1d20 + 12 ⇒ (4) + 12 = 16 Success.
Constitution DC 10: 1d20 + 1 ⇒ (14) + 1 = 15 Success.

Constitution DC 14: 1d20 + 1 ⇒ (12) + 1 = 13 Failure; will be fatigued when it comes into effect.

Climb DC 12 (Working diligently): 1d20 + 3 ⇒ (14) + 3 = 17 Success.
Perception DC 12: 1d20 + 3 ⇒ (13) + 3 = 16 Success.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran grunts disdainfully and finishes his drink.

"Keep your eyes open. You all might not feel ready to take action, but I'm not giving up on this yet. Scourge, Harrigan, Plugg... If we don't do something and do it soon, we're as good as chum. Count on it."

With that he gets up and leaves the table, heading for topside. He's neither in the mood nor is optimistic about his chances for buttering up a member of the crew tonight, so instead he decides to sneak around the ship and see what he can find.

Sneaking to A5b to explore what's there: Stealth 1d20 + 1 ⇒ (9) + 1 = 10. Taking 20 on Perception for a 23.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran sits silently among the crew at dinner, sipping his rum, but he is not sulking like the last time after he faced the lash. Now he wears a look of grim determination, like he's finally made up his mind about something.

"I'm done with this," he whispers to the assembled party. "As long as Scourge captains this ship we're all living on borrowed time. At best we have an indefinite term of indentured servitude before he either tires of antagonizing us or finds some excuse to kill us during the Bloody Hour. It would be in our collective best interest to find some way to see his term ended as swiftly as possible before we all wind up feeding the sharks."

The half-elf takes a sip from his glass and looks around the table for a response.

Sip rum (Fort save DC 10): 1d20 + 4 ⇒ (12) + 4 = 16


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

After yet another failed attempt to ingratiate himself with Tarroon, Renzuran scowls and makes his way to bed. For now, he's given up on trying to get in good with the captain's help, citing it as a lost cause.

Climb (DC 10), work dilligently: 1d20 + 3 ⇒ (1) + 3 = 4

Perception (DC 10): 1d20 + 3 ⇒ (20) + 3 = 23

While attempting to climb up the rigging the following day, Renzuran slips and twists his ankle. Swearing like a born sailor, Darber tries over to make it to the crows nest, but the strain on his leg is too great and he winds up collapsing in a heap.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran is genuinely surprised that he managed to get away with his dereliction of duty today, but if that was Besmara's fortune for him, he's not going to complain.

At dinner, figuring that if he escaped the lash he at least owes the Pirate Queen a token of tribute, he downs his rum straight as an oblation.

Drink deeply; Fortitude (DC 15): 1d20 + 4 ⇒ (2) + 4 = 6 Failed.

Constitution damage: 1d3 - 1 ⇒ (3) - 1 = 2

Alchemical bonus to Charisma for the next 8 hours: 1d4 ⇒ 1

Next morning's Will save (DC 10): 1d20 + 6 ⇒ (6) + 6 = 12 Success.

As the rum hits him like a sack of hammers, he can't help overhearing Erik's invitation to Sandara.

"Well, aren't we ever hopeful, lad?" he remarks with a lopsided grin. "You best be watching out for this one miss; I've seen sharks that've put less effort into a hunt."

If Erik becomes offended, the now red-faced half-elf waves him off good-naturally.

"Easy there, just having a bit of fun. Renzuran Darber, pleased to make your acquaintance."

After dinner, Renzuran seeks out Tarroon to once again attempt to get in good with her, With any luck, he might lkearn something that will let him access the Captain's Cabin and maybe get a leg up on scourge.

Attempt to influence Tarroon: 1d20 ⇒ 8


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran merely smiles and tips his hat at Scourge's comments, because really, what were their options? If and when they could find some way to get off the ship or, better yet, remove Scourge from power, they were pretty much stuck at his variable and shortt-supplied mercy.

Working diligently today.
Dexterity DC 10: 1d20 + 3 ⇒ (5) + 3 = 8
Profession (sailor) DC 10: 1d20 + 8 ⇒ (3) + 8 = 11

To add to his troubles, try through he might, Renzuran just can't seem to get a handle on the rigging today. He wipes the sweat from his brow as he comes to dread today's Bloody Hour.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Glad to hear that you're alright, Servi.

Also, good to have you both along for the ride.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

I'm also fine with melding the groups together.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Not a clue. I'm still waiting on the results of my last Diplomacy check.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

All set here.


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran can't help himself and laughs at the scene, attempting to stifle himself with his gloved hand.

"I think the young fellow's taken a real shine to you, miss. I think you might have been a touch safer when he was trying to break your face, though."

He winks at the pair and sips his rum, clearly in a good mood.

Sip (DC 10): 1d20 + 3 ⇒ (12) + 3 = 15

After the evening meal, Renzuran decides to track down Tarroon and see if he can get in good with her. He was intrigued by the previous night's discovery of the Captain's Cabin and was interested in learning anything that might give himself and the group an edge over Scourge.

Diplomacy 1d20 ⇒ 15


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Catching on to where the his partymates are going with this line of reasoning, Renzuran tries his own attempt at persuading Owlbear:

"C'mon matey, we can end this here and now before you have a chance to really get hurt. I'm sure that the captain would forgive you for giving up fair and square..."

Bluff: 1d20 + 2 ⇒ (19) + 2 = 21


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Renzuran prods No-Eyes in the shoulder and points discreetly in Scourge's direction.

"Did you see that?" he whispers. "That son of a sahuagin tossed that club in! He's rigging the fight!"


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

"Oh, damn..."

Renzuran looks on apprehensively at the ongoing fight. Sharice seems to have the upper hand at the moment, but it looks like Owlbear's not going to give in so easy.

Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Trying to be heard over the the other crewmen, Renzuran cups his hands around his mouth and yells some words of encouragement.

"C'mon Sharice, you can win this, you've got him on the ropes! Kill that sorry sack of chum!"


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Renzuran debates whether or not he could cast lesser confusion on the owlbear to give Sharice an edge, but is unsure if he could get away with it without getting spotted. Still, he loops the cord of his holy symbol around his hand and palms the jolly roger, just in case.

"I don't know why Plugg seems so confident," he says loudly to no one in particular. "I've seen Sharice tear the head off a fully-grown reefclaw with her teeth, so this shouldn't be that much of a challenge."

Bluff: 1d20 + 2 ⇒ (12) + 2 = 14


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

I'm in favor of the bonus idea.

GM:
Noticing Tarroon as he snoops about the Cap-n's Chamber, Renzuran tips his hat and flashes her his friendliest smile.

"Afternoon, miss. I don't suppose I could trouble you for a moment? I can't seem to get in here."

Diplomacy: 1d20 ⇒ 11

After she consents to the challenge, Renzuran taps Sharice on the shoulder and whispers worriedly.

"Miss, I'm all for displays of bravado, but some of us aren't quite as sturdy as you are. There's a reason I usually carry a blade."


Male Half-Elf Cleric 2 / Fort +4, Ref +1, Will +6 / AC 17, touch 13, flat 14 / HP 18 of 21 / Init +3 / Perc +3

After waking up feeling refreshed, Renzuran takes time out to pray for new spells before meeting up with the others above deck for the day's tasks.

Going with the 3:Sneak option today.
Dexterity DC 10: 1d20 + 3 ⇒ (13) + 3 = 16
Constitution DC 10: 1d20 + 1 ⇒ (16) + 1 = 17

For once, Darber manages to get through his rigging job without any exceptional difficulty. Emboldened by his success, he decides to use his extra time to sneak off to an unexplored area of the ship in order to look around.

Going to A5b to see what's what.
Perception (no chance of detection): 1d20 + 3 ⇒ (18) + 3 = 21

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