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Sir Percival de Looupe's page

130 posts. Alias of Deevor.


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I'm gonna withdraw Sir Percival, I like Feral's wizard think he's more suited to the game ahead and Feral has more desire to play in this one than I do. Thanks for the consideration.


Marc Baradin wrote:
Sir Percival de Looupe wrote:
Just come across this....here's a wizard I used in a previous game that ended...will create him at the right level...I assume his adventuring has brought him to Cheliax and he doesn't like the way the the people are not free but must cowtow to the draconian laws of the land.
Mechanically the character seems fine. With that said, have you read the synopsis of the game? We're heroes of Cheliax, not heroes that happen to be in Cheliax. So playing a character that dislikes the government probably wouldn't endear the character to the government. And so, why would this character be chosen to join this particular group? (Since the government decides.)

Nope I didn't read the synopsis til after, but actually it makes the backstory much easier, in that he can become Chelaxian and thus would support the queen and the lawful rule. The background should have changed and fit more into the game, particularly the bit to Sargava gives him a better motive to prepare himself. So background now gives much better motives and stuff..

Alignment can easily change to LE as he is now a Chelaxian son of a minor noble, makes the whole thing much easier. After all, he would expect that any incursion into Sargava would result in his lordship over lands, better than his father could use. Eventually allowing him to overpower his stupid but strong elder brothers, who don't deserve the legacy being put in place for them. second son will obviously be placed into the temples of Asmodeus as a cleric. It's what happens to second sons. Sir Percival as the third son just gets what's left over, a small help in life, but really its up to him to use his noble connections to improve his lot and power in life.


Just come across this....here's a wizard I used in a previous game that ended...will create him at the right level...I assume his adventuring has brought him to Cheliax and he doesn't like the way the the people are not free but must cowtow to the draconian laws of the land.


Male Human Wizard (Diviner) 2
GM Eoin wrote:
Sorry guys. I'm finding it reall hard to keep up with the PBPs on the boards, especially the ones I run. This one requires updating and work ahead of time, which makes it really susceptible to me being busy. And I've started running a game IRL. I may not be able to keep this up.

I'm sure we can wait a bit, especially as this bit of combat seems very interesting, if we all survive.


Male Human Wizard (Diviner) 2

I'm assuming there are two orgekin fighting Hoyre and Venester, so if the assumption is true then, the following actions take place, if not I will take a different action.

Sir Percival moves forward making sure that the protectors are within the circle of protection, as he moves he speaks the arcane words the protectors have heard before and a patch of grease appears under the feet of the two orgekin, they are fighting.

Cast grease to catch just the orgekin (not any allies), reflex save DC=17

CMB Orgekin in tentacles 1d20 + 12 + 5 ⇒ (12) + 12 + 5 = 29, if grappled takes 1d6 + 4 ⇒ (4) + 4 = 8 damage;


Male Human Wizard (Diviner) 2

Sir Percival speaks again arcane words and points to a spot just behind the two ogrekin approaching. Black tentacles spring up grasping all creatures within a 20ft radius. Then moves up behind Hoyre and Venester, so that they are benefiting from his circle of protection. He shouts to his protectors, "Don't enter the area of the tentacles, they will take you down."

Cast Black Tentacles on A,8 to grasp the orgekin. CMB Orgekin 1 1d20 + 12 ⇒ (17) + 12 = 29, if grappled takes 1d6 + 4 ⇒ (3) + 4 = 7 damage; CMB Orgekin 2 1d20 + 12 ⇒ (9) + 12 = 21 if grappled takes 1d6 + 4 ⇒ (5) + 4 = 9 damage;, CMB Orgekin 3 1d20 + 12 ⇒ (2) + 12 = 14 if grappled takes 1d6 + 4 ⇒ (1) + 4 = 5 damage; Then move to E,15.

The die roler doesn't like me at the moment, not getting good throws in any of my games at the moment...oh well!!!


Male Human Wizard (Diviner) 2

Sorry I didn't make it clear, but the diversion should really start before the two floaters get into the barn, the idea is to draw attention to the noise.

Sir P, casts Magic Circle Against evil on himself.


Male Human Wizard (Diviner) 2

Sir Percival init 1d20 + 11 ⇒ (20) + 11 = 31


Male Human Wizard (Diviner) 2
Halstadt Morgrym wrote:
We can float through building correct? If that is the case I would like to be on the first or second floor (wherever the cages are) at T7.

Gaseous Form, you can fly at 10ft per round, spell lasts 12 minutes.


Male Human Wizard (Diviner) 2

As for the distraction, on one of the wooded walls, furthest from the house and out of sight of the house. The two fighters to bash there way through the wall....30ft behind them will be Sir Percy, where he can see any ogrekins coming out the barn to investigate. If Sir Percy can cast and save his spell, he will.


Male Human Wizard (Diviner) 2

Once more Sir Percival takes a thoughtful pose, "You two OK to climb the barn up there and get in from above? I have some scrolls that might help, I could make you incorporeal and you could float up there, gain entry and surprise whatever's guarding the cages. Like that, you might be invisible in the dark, until you become real again and then haste the release. I have only two of those scrolls, or go as you are and we'll try and make a lot of noise out here, to disguise your entry. Once those 3 orgekin types get out, will you, Hoyre and Venester, be able to handle them with a bit of help from me? Are you both feeling on tip top form, after disposing of the dogs? I can help with some magics, although I think we have a decision to make, whether we think we'll be entering the house after. If so, do you want me to hold back on the magic?" he scratches him chin some more.

He looks round at the tied up captive, before looking back at the group."I think we're going to have to tie him up against a tree as well, away from his friends inside. We don't want them finding him and releasing him? What about knocking him out whilst we do the honors inside? It will keep us safe from any interference from him and then we can return him for justice once we've completed the rescue."


Male Human Wizard (Diviner) 2

Sir Percival wonders about what he saw through the eye, but he can't get over thinking about the lethal trap.

Knowledge(nature) 1d20 + 9 - 5 ⇒ (8) + 9 - 5 = 12


Male Human Wizard (Diviner) 2

Sir Percival shakes his head, his face white at the lose of the spell in the house, thinking that there are powerful magics in the house. "I don't like this, but if there are captives in that barn, we are bound to try and release them." He then describes what he saw in the barn and the house. he looks at Mouse after he hears, his words on hearing the description. "Unfortunately for you Mouse, you might be the key to releasing the prisoners, with your subtle skills and ability to be unseen, it's likely we'll need you to open the doors to the barn and the house. I'm worried about sending you in upstairs, knowing there is something unidentified up there. My thoughts are for you to climb up there, whilst we create a diversion and get the attention of whatever it is, then you get the prisoners out. It's not the best plan, but? Maybe Hal can give you some light to take with you, to light the way once inside? However, we need to work together on this, what say you Halstat? "

Do the 3 humanoids look like they are related/similar to the hunter we captured.


Male Human Wizard (Diviner) 2

Sir Percival retreats to just behind the tree line, hidden from the barm, "You will have to protect me for 10 minutes whilst I cast this, then we will have 6 minutes to investigate the barn and house, maybe. Did you see plenty of holes in the barn for my eye to go through? The quicker it gets in the more we can find out."

If the eye is cast, it will first look for living creatures, and their positions and what they are doing. It will scan around the barn to get the layout and try and discern any traps or mechanisms for manually releasing traps.


Male Human Wizard (Diviner) 2

Sir Percival concerned by the traps that caught Halstadt calls over, "perhaps we should take a look and be forewarned as to what is awaiting us in that barn? Would you like me to see what's in there, I have something that might help, but we shall have to retreat a few minutes whilst I cast the spell."

What is the bear doing when all this is going on?

To cut the conversation short if Hal wants details, Sir Percival is offering to cast Arcane Eye to take a look around.

And if the detect magic was able to come up with anything that would be helpful too from the house or the barn? I assume Halstadt went to the house door, rather than the barn, so that is the first place S.P. would detect magic.

Detect magic Knowledge(arcana) 1d20 + 15 ⇒ (15) + 15 = 30


Male Human Wizard (Diviner) 2

Sir Percival hangs back, and patting the weasel on the head, puts it back into a deep pocket in his cloak. "Well done little one, what would I do without you." He casts a spell quietly in the snow, once more he is able to find any magical forces, worried that this might be a wizards home and magical traps can often protect such a place.

Cast Detect Magic, looking at he door and surrounding area.

Damn, DM Eion answered just as I was taking my time preparing and entering my post.... :( Too interested in watching Sky Sports News..


Male Human Wizard (Diviner) 2

Turning to Halstadt, "There is little I can do to quiet those dogs, I'd prefer they were put out of their misery before they get free and start after us. They will still be a threat after my magic ends. We may be able to get a head start, but they will more than likely follow and catch us. We have their master, they will most likely come after us to get him back. My magic may not be able to save us from them again."

He looks to the warriors, "Hoyre and Venester, can you look after the dogs, then catch us up? We will follow the bear. Mouse help get 'Lumpy' up, we can't leave him tied up here on the ground. He'll have to come with us." Sir Percival calls out, "Halstadt wait for us." He then does a loud whistle which he hopes will catch the bear's attention, hoping it might stop in its tracks and wait for a short while.

If the bear continues on, Sir Percival pulls a small long brown haired creature from his pocket. "Go follow the bear, we won't be long behind you. Don't loose the bear until he finds his master. Stay with them until they rest down, then return to me." The weasel familiar is carefully placed on the snow, and bounds off after the bear.


Male Human Wizard (Diviner) 2

Sir Percival is careful to study the spear, before letting anyone else touch it, "Don't touch, beware the spear is magical, however the magics may not provide you with the benefits you desire. Let me study it some more. I do not trust such magical objects in the hands of so seemingly a barbaric creature. Halstadt, would this creature ever be friendly to us?"

Spellcraft 1d20 + 16 ⇒ (14) + 16 = 30 take 3 rounds to discover its properties.


Male Human Wizard (Diviner) 2

As Sir Percival begins to feel something for the bear, "Halstadt my friend, be warned this fellow, whom you may think simple and misguided, has been chasing a bear of some note. A bear whose master and companion, may at this very moment be lying injured, dead or dying somewhere. Probably at the hand of this giant man and his dreadful pack of digs. I doubt he'll be very cooperative, but if you must? Personally, I'd rather we finish up here and then go in search of the bear's companion."

Sir Percival, continues to look at lumpy, speaking words of discovery as a pale light leaves Sir Percival an scans his near vicinity.

Cast Detect Magic over the large man and then the bear.

Sir Percival, walks over to the bear, "Friend, what happened, where is your master? Please come, I will see if my companion will have the good grace to heal your wounds, along with those sustained by my companions. I hope we can finish up here soon and I can convince my friends to help reunite you with your master."


Male Human Wizard (Diviner) 2

Sir Percival scowls a bit at the 'Mouse's' remarks, "I don't need to bloody them, just remember that those blood thirsty dogs are just as dangerous as they were before, just held. I'm sure you wouldn't want them loose now would you? They might not be quite so friendly now their master is gone. Remember who holds them in check now." He turns back to the lumpy man, And Mouse, If I tried to shoot them with a bow and arrow like you, I'd more than likely hit you by mistake, my skills do not extend to such weapons, my weapon is my knowledge."


Male Human Wizard (Diviner) 2

"We should remove those diseased dogs, they belong with their master, dead. We have nearly an hour to remove that threat, the use of ranged weapons may be enough, good target practice for you. I will stay here an check over their master whilst you deal with those dogs......What's that bear doing, strange?"

Knowledge(Nature) 1d20 + 9 ⇒ (17) + 9 = 26 to know things about the bear. If I need a different knowledge check just let me know.
Perception 1d20 + 7 ⇒ (11) + 7 = 18 to search the lumpy man.


Male Human Wizard (Diviner) 2

Seeing the deadly spear, cause a grievous wound to Venester, Sir Percival begins to mumble once more ancient arcane phrases and gestures. Manipulating his hands, he creates a dripping oily globe, that floats and obeys his gestures. He then throws the globe at the wild ogre, where it splatters on his spear, sending an oily substance along its shaft, making it tricky to hold.

Cast grease on the spear, reflex save DC=16 to avoid the effect or drop the spear and a reflex save is needed to either pick it up or use it for the next 6 minutes.


Male Human Wizard (Diviner) 2

Sir Percival, although shaken bu the wild man's attitude, brings himself under control, moving and speaking arcane words. As he get to just under 40ft from the creature, with warriors on the way, he points his finger and a small white light shoots forward gathering in intensity as it travels, seeming getting brighter and brighter, until it reaches its peak intensity in front of the man, before suddenly disappearing from sight.

Casts Flare, Fort Save DC=15 or dazzled for one minute.


Male Human Wizard (Diviner) 2

Does Sir Percival recognise the creature in the woods? When you say move forwards, is it moving aggressively towards us, or towards the bear?

Sir Percival replies, "Take your kill, it is of no concern of mine, but stay your ground once you have taken your prey or you will not benefit from its death."

Knowledge(Nature) 1d20 + 9 ⇒ (4) + 9 = 13
Knowledge(Local) 1d20 + 10 ⇒ (1) + 10 = 11

If the creature looks like he's aggressive towards the group, i.e. running at the group rather than the bear, Sir Percival speaks black words of the arachnid, and a web appears between trees at the edge, grappling the wolves for 1hr, reflex save DC=18, negates. This assumes the wolves were in a position at the edge to be subject to the spell, otherwise he would have used a different spell.


Male Human Wizard (Diviner) 2

Back in Portsmouth now, so the holidays are almost over, hope everyone had a great Christmas and New Year. Normal service should be resuming, especially when I get back to work on the 5th.


Male Human Wizard (Diviner) 2

Sorry, yep Xmas is getting busy. I'll be away now until the New Year, as per Deevor.

Initiative 1d20 + 11 ⇒ (11) + 11 = 22

Is Sir Percival able to determine whether the shouts are aggressive or the shouts of being chased...If the former, Sir Percival will cast grease between the party and the trees...If unable to distinguish the type of shout, he waits until he gets a better picture of whats going on.


Male Human Wizard (Diviner) 2

Sir Percival rides his horse forward through the snows and ice, but finds it more difficult than the day before, maybe the ground is icier or the horse a little stiff from yesterdays exertions.

Horse Acrobatics 1d20 ⇒ 8
S.P de L. Ride 1d20 + 5 ⇒ (7) + 5 = 12
S.P de L. Perception 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Wizard (Diviner) 2

Sir Percival peers down at the dwarf, but without offering a helping hand states,"I have always found 4 hooves are better than 2 feet, just an idea."


Male Human Wizard (Diviner) 2

Sir Percival, decides that a horse is best suited to carry him, even on the treacherous icy roads.

Horse Acobatics 1d20 ⇒ 15
S.P de L. Ride 1d20 + 5 ⇒ (13) + 5 = 18


Male Human Wizard (Diviner) 2

Sir Percival addresses mouse, "Mouse, the quicker we get there, the quicker we'll be back. maybe we'll be back in time so we don't have the worst of the winter out on the road. If we wait too long, then its gonna just get colder and feel worse when we do venture out. So get your warmest clothes on, a good hot drink and food inside you and we'll be back in no time."


Male Human Wizard (Diviner) 2

Sir Percival wakes and stretches, glad to be warm at least. Feeling rested, he dresses for the day, goes down for his breakfast. "Morning, another cold one out there, any idea what the forecast is today?", he addresses the innkeeper as he brings Sir Percival's breakfast. "My good man, do we have far to go to get to the fort? You couldn't provide us all with some nourishment on the way up there could you, some cold pie or something? Bet you get a lot of custom from up there? Mny people pass through at the moment?" his discourses as coldly as the day is outside.

I assume we have a map of sorts to guide us from the village to the fort.


Male Human Wizard (Diviner) 2

Sir Percival eats the broth, which at least fills his stomach, with relatively tasty food, such is life on the road. He continues to be uneasy. Over dinner he speaks, "Hal, you get on with the barman, you asked him about the fort yet?" As Hal replies, he thinks , "You know Hal, something don't seem quite right, whatever happened to that messenger? you'd thought they'd be more concerned? do you think they may be showing fealty to another. We'd best be on our guard tonight. When it comes to bed, uo the rope I think?"


Male Human Wizard (Diviner) 2

Unhappy that the barman is asking questions of how they got here, Sir Percival curty says, "Do you ask all your patrons how they come to your Inn? is it not enough we are here and would like to eat and drink, it's been too long without some proper food, if its within your kitchen's staff ability to make it." Under his breath, he continues "This is so provincial, even for one such as me. I only hope we made the right choice coming here."


Male Human Wizard (Diviner) 2

"And some warm broth and bread if you have it. The journey has been long and cold."


Male Human Wizard (Diviner) 2

Sorry, last check was to identify the shell like vessel? somehow I mucked up the post. Will post actions in the inn when I have time later.


Male Human Wizard (Diviner) 2

"Come let us get some warmth as soon as we can, not point standing around here in the cold. Hmmm, what's that by the wharf." As Sir Percival, mimics the actions of Marcus, pulling his cloak tighter. He digs his heels into his mounts side, to spur him forward towards the town.

Not sure what sort of knowledge check you want, but here's a knowledge (local) 1d20 + 10 ⇒ (3) + 10 = 13, if its geography then its at +9 https://secure.paizo.com/image/button/nav-2004/submitPost.gif


Male Human Wizard (Diviner) 2

"Somewhere near here, but first I suggest we go into town and refresh ourselves in the Inn there. I could do with a comfortable bed for a change. I'm sure you'll be able to find out more about the area there. Though the town does look quiet, could be the cold though."

Perception 1d20 + 7 ⇒ (15) + 7 = 22


Male Human Wizard (Diviner) 2

Sir Percival looks intently the werewolf, "Be good to your word, or you will suffer the same fate as your friends. Now GO!" With that Sir Percival dispels the tentacles holding him in place and the wolf is free to go. "Lets clear up this mess and be on our way." Sir Percival starts to build a pyre with wood and dry grasses from around, to burn the remaining corpses. He also looks through the site for any objects of interest.

Perception 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Wizard (Diviner) 2

"Then tell us what we need to know, how many packs are there? and how many of you beasts are in each pack?, is there a leader and where is he? And what other dangers do you face in these woods, what or who do you run from? " Turning to Edrukk, Sir Percival says, "Lets get this over and done quickly, we need to get back onto the path and on our way." He calls, "Mouse, search the bodies for anything that identifies them, "

What do you guys want to do with the werewolf, other than learn more about the dangers we face, Sir Percival is not really that happy to see him loose, and would save him to take him to face justice in town. If we can feed him and keep him from turning on us?


Male Human Wizard (Diviner) 2

Sir Percival speaks to the trapped were-beast, "You, can you speak? Do you want to be spared? You know we have the power over you, tell me more of your pack and how you came to be, and maybe you will be spared? Are there more in your pack than were in this grassy dip? Is there a pack leader we should know about? We seek nothing but to make this a safer passage, you what do you seek?"


Male Human Wizard (Diviner) 2

Sir Percival casts a glance at Hal, his eyes narrow at the insult to his magic. "You may be right.", he replies, without humour or emotion. He turns away a scowl across his face, bitterly he says, "But first we must finish the fight to rid ourselves of these slaves to the night." Sir Percival says behind the fighters, "Well Hal, it seems you can have the honour to finish off, with your more direct magic then." he smiles, but there is no humour behind the facade.


Male Human Wizard (Diviner) 2

Sir Percival seeing that the battle is all but won, makes sure he is kept away from harm, going over behind the two warriors, watching the actions of the remaining werebeasts.


Male Human Wizard (Diviner) 2

Seeing Halstadt unprotected, Sir Percival chants draconic words that slip from his mouth, slipping and sliding they create a stream of brownish black gas that travels in front of Halstadt, and under the beast attacking him. It seems to solidify on the ground making it difficult for the beast to keep its footing.

Cast grease so that it catches the beast Halstadt is fighting, if it can also catch the one fighting the Hoyre and Venester, then so much the better. If not, it will try to create a slippery surface for the beast caught in the tentacles to travel over. DC=17 Reflex save to negate.


Male Human Wizard (Diviner) 2

Sir Percival, catches up behind Venester casting words and gestures of a greater protection, touching Venester and watching as a white pure light enters his body from the fingers touch.

Casts Protection from Evil on Venester.


Male Human Wizard (Diviner) 2

I'm gonna be away after Friday early morning (UK Time - GMT+1), returning Sunday evening, feel free to BOT Sir Percival during this time, so it doesn't slow the game.


Male Human Wizard (Diviner) 2

Initiative 1d20 + 11 ⇒ (17) + 11 = 28

Sir Percival looks down at the sleeping were-beasts, and casts black tentacles targeting the were-beasts not caught in the fireball, but catching any were-beasts caught in the fireball, where the two spell areas overlap.

Sir Percival will cast before Halstead, who I am sure will target those not caught by the black tentacles. Sir Percival targets the area which is closest to the party, to encompass as many were-beasts as possible.


Male Human Wizard (Diviner) 2

Sir Percival, shrugs his sholders and mumbles to himself, and follows the party as they follow the were-beasts tracks.


Male Human Wizard (Diviner) 2

It's up to Hal, he's got the casting vote, Sir P, was for continuing on quickly to avoid the ravages of winter.

Good luck with the final year work, in a years time we might still be together and it will be a whole new posting regime.


Male Human Wizard (Diviner) 2

Yep, its a bit slow, but then we knew that when Eion said he could only do a few posts a week..its a shame to see the last of Sir Percival though...But maybe best to let this go then. I'd like to thank Eion for doing his best with this, it's not as easy as it seems when you start out.

DM and players:

Contact deevor at live dot com, if you want to start this up again once RL things are out the way.


Male Human Wizard (Diviner) 2

Sir Percival considers Halstadt's question, scratching the stubble just peeking through his skin, "Whilst it would be an interesting diversion to follow try and track these creatures down and learn more about them, I think we need to make speed to our destination before the weather gets much colder. Although making speed without breakfast is not something I would recommend."

Sir Percival goes into a contemplative almost trance like state as he recalls, what he knows about the creatures he saw last night.

Take a 10 on a Knowledge(local) gives a result of 20

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