Petrune

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76 posts. Alias of Vitesse.


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I hope they get rid of the rule against running the same module a second time with a different character.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

If I lived here I'd demand a rebate on the rent.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

And why would the people who lived here want to live in a pit of slime?


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

An eerie silence envelops the room . . .


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Noting Kieran's haste, Strangways observes the room carefully.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways casts Detect Magic and surveys the room.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Uh oh, I don't think we'll ever convince Kieran to leave this room."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways will keep an eye on Anevia so he can alert the group in case something happens.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Do fish sleep? I didn't think they did."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways pockets the dagger.

"Let's all take what we need here then let's see what's behind the iron door."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"That dagger looks awfully nice."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

An excellent idea, Anevia, I'll do that."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Might I recommend that someone inspect those chests? Someone with more facility with locks and traps than I have?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways will wait for Anevia to report back. If there's nothing worth pursuing in there, then he will advise the group that the iron door is clearly the only available option.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

There are lots of great things about being a student, but exams are not among them.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Perhaps someone more mechanically inclined could check if the doors are locked. That might help clarify our options."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Well then, wooden door or iron door? At least we have a table and chairs, should we be inclined to have a leisurely discussion of our options."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways looks around the room for anything dangerous.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

"I would think someone calling herself an 'Artificer' would be well situated to figure out what that lever does. Any ideas, Kieran?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

I will follow Anevia down the rope, looping it around my arm a few times to reduce risk of falling.

Climb: 1d20 + 0 ⇒ (16) + 0 = 16

and if this fails, then

Acrobatics: 1d20 + 0 ⇒ (11) + 0 = 11

and if this fails too, and I'm still high enough to take major damage from a fall, I will use my arcane bond ring to activate Feather Fall


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Well it seems our path is clear. I'll wait for one or two others to go ahead before carefully climbing down the rope."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"If the passage beyond the grate is the only way forward, then I suppose that's the way we have to go, but first we have to find some way to open the grate."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways adds rubber hip waders to his shopping list.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Orvan, can you let us know if the grate is above the sludge so that we can get to it without having to swim in the sludge? Also, can the grate be opened or is it removable?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"So now that the rope is fastened to the door, Orvan is gong to descend, rather than Bram? Seems reasonable to me. Orvan, hopefully you have a ranged weapon of some sort so you can toss a copper coin into the water from above then fire at our aquatic acquaintance when it appears. I'd suggest wrapping the rope around your torso, so that you'll have your hands free if necessary. And if that fish has acidic blood we won't have to season it with vinegar when we eat it for lunch."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Any other suggestions besides mine?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"We need a plan to progress further. Once we have Bram safely back up, I suggest the following: First, let's make sure that grate is the only way forward. Second, kill the fish and any other problem critters in the pool of slime. Third, figure out a way to open the grate. As to the second item, any other suggestions besides dangling Bram above the pool and letting him fire from a safe height?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Perhaps dangle Bram at a safe height above the water and let him fire at the fish?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Of all the things I thought I'd need down here, a fishing pole is not among them."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

Strangways helps pull Bram up.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Might I also suggest attaching the rope to the door just in case Orvan loses his grip or stands on a slippery patch?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"I meant to say that Orvan's plan made sense, but the lightest person among us would be the obvious candidate for heading down there. If we have two ropes of 50' each, then of course we need to tie them together. Whoever is going down needs to be in very good shape. A 100' climb up a rope to get back is no easy task. Even with hand holds in the walls of the tube, 100' is a very long climb."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Orvan's plan makes using the lightest person among us but what about the fact that it's a 100' drop while we have only 50' of rope?"


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Is that DC 15 to climb down with or without the rope?

"Perhaps I'm in the habit of being the voice of caution, but is there some reason to think there is anything down there? If there's some sort of passage leading out from the wall of the pipe, I can see the logic of heading for it. But if we're looking at a 100' drop just to end up in a pool of slime, it's hard to see why that would be worthwhile."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

I'll take a look as well.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


For other GMs who may be randomly watching this thread, it looks like you could easily construct 3 or 4 viable parties out of the nominees.


Gabsen wrote:
Cross fingers.

Activates "Inexplicable Luck" feat :)


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Anything interesting about that amulet?"


OK revised Ataraxes Fairfax

Ataraxes Fairfax, Human Wizard:

== Basics ==
Human, Wizard, CN, Level 1
Favored Class: Wizard, Arcane School: Conjuring, Opp Schools: Illusion, Necromancy
Deity: Nethys

=== Stats ===
STR 11, DEX 12, CON 14, INT 17, WIS 14, CHA 10
AC 11, Touch 11, FF 10, HP 9, Fort +2, Ref +1, Will +4
MAB 0, RAB +1, CMB +0

=== Feats, Traits etc. ===

T: Into Enemy Territory (+1 Reflex Saves)
T: Magic is Life (+2 vs Death Effects, Auto-Stablize when under any magic effect)
F: Eschew Materials
F: Augment Summoning (Summoned creature gains +4 STR & +4 CON)
F: Fast Learner (racial)
F: Scribe Scroll

=== Skills ===

Knowledge (Arcana)
Knowledge (Local)
Knowledge (Dungeoneering)
Perception
Sense Motive
Spellcraft

=== Appearance ===

Age: 22, Height: 6'0", Weight 170, Hair: Black, Eyes: Brown: Skin: Fair

=== Background ===

Ataraxes is not from Riddleport originally and had little interest in visiting a place that seemed unlikely to reward his interest in arcane knowledge. But Ataraxes has heard of the Cyphermages and suspects they may be on the verge of a breakthrough. He has therefore traveled to Riddleport to find out what he can. He prefers to keep his distance from the Cyphermages for the time being, considering them untrustworthy, but may consider approaching them in future should circumstances warrant. Ataraxes is particularly interested in arcane knowledge pertaining to other planes and summoning and controlling beings from those planes. He is willing to travel to any place in the world where he is likely to find such knowledge. Ataraxes is not wealthy, however, and recognizes that money is the fuel that powers all things. He is therefore willing to take on tasks for which the reward is only gold, if only out of necessity.

Ataraxes knows that physical combat is not his strong suit and much prefers that task to be handled by others better suited to it. Although he often relies on summoned creatures to fight for him, he recognizes that this is not always an available or sufficient option and so he recognizes the usefulness of associating with people who are fond of wearing armor and waving large, sharp objects about. Ataraxes prefers the company of his library to the company of most people, but is sociable when the circumstances require it.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Consider it done."

Strangways casts Light on Anevia's crossbow bolt.

"Of course, regardless of the depth, I would not recommend diving into a pool of slime."


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My candidate for the campaign:

Ataraxes Fairfax, Human Wizard:
,

== Basics ==
Human, Wizard, CN, Level 1
Favored Class: Wizard, Arcane School: Conjuring, Opp Schools: Illusion, Necromancy
Deity: Nethys

=== Stats ===
STR 11, DEX 12, CON 14, INT 17, WIS 14, CHA 10
AC 11, Touch 11, FF 10, HP 9, Fort +2, Ref +1, Will +4
MAB 0, RAB +1, CMB +0

=== Feats, Traits etc. ===

T: Deft Dodger (+1 Reflex Saves)
T: Magic is Life (+2 vs Death Effects, Auto-Stablize when under any magic effect)
F: Eschew Materials
F: Augment Summoning (Summoned creature gains +4 STR & +4 CON)
F: Combat Casting

=== Skills ===

Knowledge (Arcana)
Knowledge (Local)
Perception
Sense Motive
Spellcraft

=== Appearance ===

Age: 22, Height: 6'0", Weight 170, Hair: Black, Eyes: Brown: Skin: Fair

=== Background ===

Ataraxes is not from Riddleport originally and had little interest in visiting a place that seemed unlikely to reward his interest in arcane knowledge. But Ataraxes has heard of the Cyphermages and suspects they may be on the verge of a breakthrough. He has therefore traveled to Riddleport to find out what he can. He prefers to keep his distance from the Cyphermages for the time being, considering them untrustworthy, but may consider approaching them in future should circumstances warrant. Ataraxes is particularly interested in arcane knowledge pertaining to other planes and summoning and controlling beings from those planes. He is willing to travel to any place in the world where he is likely to find such knowledge. Ataraxes is not wealthy, however, and recognizes that money is the fuel that powers all things. He is therefore willing to take on tasks for which the reward is only gold, if only out of necessity.

Ataraxes knows that physical combat is not his strong suit and much prefers that task to be handled by others better suited to it. Although he often relies on summoned creatures to fight for him, he recognizes that this is not always an available or sufficient option and so he recognizes the usefulness of associating with people who are fond of wearing armor and waving large, sharp objects about. Ataraxes prefers the company of his library to the company of most people, but is sociable when the circumstances require it.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways looks to see if he can see, if not the far side of the "pipe," then the top or bottom of it. Strangways also examines the walls of the pipe for markings, handholds or other features of interest.


The acronyms used to refer to the books, e.g. "ACG classes not allowed."

"20 point buy," "medium gold" and any other term commonly found in recruitment posts. It's not obvious to a new player what these things mean, which makes it hard for them to cross that line from just reading these forums to actually joining play-by-post games.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Sorry, that's not currently in my repertoire."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Well that thudding sound can't be good. I suggest we all stand back while the most well armored person among us opens the door."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

Strangways tries to avoid unnecessary movement when in range of Orvan's Earthbreaker.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

I watch with curiosity while avoiding contact with the slime or anything floating in it.


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Although I'm generally known as a wizard, I have to admit that 'Magical Elf Person' has a certain ring to it."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Perhaps, instead of leather boots, I should have worn rubber ones."


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Well if Orvan can't recognize anything perhaps I should take a look."

Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21

"And I'm definitely not touching any of that slime."

Note I get a +2 racial on the Spellcraft roll in addition to the number above if I'm identifying an item


Male Elf Wizard/1; HP 9 (d6+2CON+1Feat); AC11; T11; FF10; Fort+2; Ref+1; Will+4

"Did I mention I once watched two professors debate whether to call this sort of thing 'slime' or 'ooze?' It wasn't pretty. The debate, that is."

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