HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram, who doesn't seem to suffer from treasure fever, recounts the various things he saw in the roc's nest. "There was an egg." He adds at the end. "It is good that we did not take a parent from an innocent young one."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Not wanting to take any further risks, Urram returns swiftly to the ground to report what he has seen. "Many treasures but nothing suggesting a tomb." He says crisply. "Unless you wish to slay the roc I suggest we head in a different direction. I can scout above if desired." I suggest we move on. Either south or back west?
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Perception: 1d20 + 19 ⇒ (3) + 19 = 22
Circling in the air, Urram does his best to catalogue the details OTHER than the giant bird. But he isn't entirely successful.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"If you will permit, I can go and investigate." Urram offers. "I have sufficient magic to avoid any of its senses save scent." If the group agrees he'll apply Flight, Silence and finally Invisibility once he gets close and then go scouting!
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram avoids attacking too - his companions do not seem intent on mindless violence and the roc is far to majestic to be merely slain. So he waits, whispering prayers to Ra and keen-eyed Horus that no more blood be spilled.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Having done his part Urram waits to see what happens next - he doesn't know exactly what spell Francis cast but it has clearly taken effect so he waits, still unwilling to strike the magnificent creature if he can avoid it. Hold action for now.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram shakes his head in sorry and then calls on magic which will hasten his new group should the roc truly attack. Initiative: 1d20 + 6 ⇒ (14) + 6 = 20 Cast haste, then put 20ft between me and anyone else.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"That was a roc. Returning to its nest I imagine." Urram says, his voice almost reverent. "If it has young, and it probably does, then approaching would be very dangerous. We might prevail in a battle, but I would urge that we do not need to fight it at all. Live and let live where we can." He doesn't state his views any more forcefully than that - it isn't his place to do so, but he truly hopes that this group are not blind seekers of violence.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Knw Nat: 1d20 + 12 ⇒ (13) + 12 = 25 Urram watches the bird with sharp eyes, a look of wonder sitting oddly on his normally stern face. "Wondrous are the workings of the gods." He murmurs quietly, still staring after the mighty beast. Sounds like a Roc, but I'll wait for GM confirmation. :)
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Feel free to read my background (it's at the bottom of my profile) - that should give you a bit of a better idea. TL;DR Urram is in the order but hasn't been treated terribly well by them so he's not a crazy zealot. He does know a lot though. ;)
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Francis_Thrannel wrote: Don't mention that you work for the church of Nethys. They're the main group that has been blocking us. I actually work for precisely those people. :)
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Khepri-Nef wrote: @Urram: too late now, but the DM told me Khepri couldn't have heard of Chisinek since the party just rediscovered him. :) Urram might have since he explicitly works for the sect of people who suppressed a lot of the knowledge about Chisisek and his employer... but hey :D
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Khepri-Nef wrote: Spotting someone among the former captives, he calls out: "Urram! Urram, come meet our saviours. They might have need of our calling." The man who responds to Khepri's summons is almost his polar opposite. Tall, lean and with sharply defined features he is dressed in simple robes and walks with smooth ease despite the privations of the last few days. "My thanks to you gentlemen." He says in a deep voice. "I give thanks to the gods that you felt compelled to intervene. We owe you our lives." Knw His re. Chisisek's Tomb: 1d20 + 16 ⇒ (16) + 16 = 32 "You said you are seeking Chisisek's tomb? May I inquire why? Seeking the tomb of a long ago architect is not the kind of thing I'd expect from such capable warriors. Still, if you need magic I will be glad to offer my humble services."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Khepri-Nef wrote: Yes, let's have them know each other, sounds good. What's Urram's reason to be on the expedition, btw? The real reason is to track down the party because they've scared the bejeebus out of the Sacrosanct Order of the Blue Feather. The reason given... either historical research or possibly some mystic stuff about 'testing himself against the spirits of the desert'... Total bull in other words. ;) As for traps - I'm a good scout. Invis and superb perception so I can likely find the trap, but someone else has to stop it working! As Khepri said, GM asks for casting, GM gets casting!
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Hi Everyone, Sorry about my slow arrival here - RL stuff has been keeping me away from the forums recently. Urram is more or less the exact opposite of Khepri - tall, ascetic and remarkably simple in all personal tastes. Think Samuel L Jackson as Mace Windu (minus the cool glowing sword) and you're pretty much there. @Khepri - regarding the overlap on slow I'd be happy to adjust my spells and remove Slow to avoid the x-over. Equally, since you use a spellbook you could prep something else in the slot and have it as a back up if we really like them? Urram will use haste first anyway so if you went Slow and I went Fast the contrast would be ridiculous! ;) We could know each other if you want. Urram would have needed an 'experienced guide' to help him heading out into the desert and would have had decent funds from the Order so it could be that we were on the same expedition when the gnolls hit? We're similar enough that we probably did/will get along quite well!
This is Nik's submission of a Self-Perfection Psychic. The profile is complete (bar the status bar) although if selected I might ask to compare spell-lists with the current players to make sure there isn't too much cross over. Hopefully the background is sufficient/suitable. I skimmed the adventure background for book three and took a quick read through the gameplay thread to get the key names since it's been a long time since my last game of Mummies Mask died (early in book 3). Happy to make changes if you would like. Thanks in advance for the consideration.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Move." Urram says, in no mood to trifle. "Once you are safe, then we may consider coming back here."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Recover your gear so we can get you safe!" Urram commands the alchemist. "Anything else can wait for another time!"
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"There are no other options. We must complete the mission." Urram replies. "The sooner Gattlebee is safe, the sooner I can begin the necessary repairs."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"We can deal with that later." Urram says firmly. "Gattlebee must collect his equipment immediately." Unfortunately the damage done to his chassis is extensive, without significant time and the proper tools he won't be able to do much to repair it. Guessing its not been an hour since I last medicine'd so no healing for me!
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram's body may be buckling under the pressure but he fights on regardless! Study: 1d20 ⇒ 12
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Study: 1d20 ⇒ 8 "I am working on it." Urram replies flatly before lashing out with spiked chain once more. Strikes: 8 + 8 = 161d20 + 4 ⇒ (1) + 4 = 51d8 + 3 + 1d6 ⇒ (6) + 3 + (2) = 111d8 + 3 ⇒ (7) + 3 = 10
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram strides in to provide the support, analysing the robots as he goes. Study: 1d20 ⇒ 1 Unable to tell much he settles for providing a flanking position. Intimidate: 1d20 + 4 ⇒ (6) + 4 = 10
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Medicine Sansnom: 1d20 + 8 ⇒ (19) + 8 = 274d8 + 2 ⇒ (8, 7, 4, 6) + 2 = 27
"A moment." Urram says, "Sansnom I require your assistance in fixing my exoskeleton." Having provided an excuse to step out of sight of the others for a moment, Urram hands over another vial of chalky liquid and proceeds to efficiently reset Sansnom's bones, using the liquid as a kind of glue. It works rather well. His own curative methods are less effective, but still passable.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
The Jitskai soldier sizes up his remaining foe and then brutally disables him with a blow from his spiked chain that rips the gun (and much of the gunners hand) away from his arm. Study: 1d20 ⇒ 19
"Are there any more?" He asks Sansnom as he retreats to stand beside her.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Study: 1d20 ⇒ 11 Urram closes in with the thugs and lashes out with his spiked chain once more! Strike: 11 + 8 = 191d8 + 3 + 1d6 ⇒ (6) + 3 + (6) = 15
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Follow him!" Urram commands Staccato and Katherine. "We will hold them off!" He glances at Sansnom for agreement.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram strides back into the fray, evaluating his foe as he goes. Strategy: 1d20 ⇒ 15
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram ignores the flames since they have no chance of damaging his armoured chassis and lashes out with his chain as he closes with the gunner. Strategy: 1d20 ⇒ 19
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Now." Urram says simply. He spends a moment examining Sansnom, mutely handing her a small vial of a thick, chalky paste, and then leads the way out of the house. Medicine: 1d20 + 8 ⇒ (13) + 8 = 212d8 + 2 ⇒ (3, 4) + 2 = 9
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram strides across the room to help Sansnom. Grapple: 1d20 + 7 ⇒ (15) + 7 = 22 He jabs one metallic fist into the chameleon's head just behind its eyes and then wedges its jaws open when it shrieks in pain. "Now Staccato!" He commands.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Immediately." Urram says flatly. He is looking outside rather than inside, Sansnom has that under control.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Engineering: 1d20 + 9 ⇒ (19) + 9 = 28
Fortunately both the devices are relatively simple and Urram is easily able to interfere with them both - removing the thunderstone and carefully redirecting the nozzle to clear the way to the house. "I do not like this." He comments quietly. "If we were expected, why was Gattlebee not waiting?" Still there's no point lingering at the gate so the automaton leads the way up the path.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram has ensured that tips are sent to the marshals and that the construction sights on the Bottleneck Bridge have been closed, and thus made unavailable for ambushes. He also insists that the escort mission take place around an hour before dusk, thus ensuring that anyone with dubious intentions may have to fend with the Shieldmarshal's checkpoint - probably not a true deterrent, but every little helps. He leaves Sansnom to do the talking though, keeping a sharp eye on the surroundings instead. Perc: 1d20 + 8 ⇒ (15) + 8 = 23
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram, who has never been accused of being overly sociable, spends two days thoroughly scouting the possible routes from Gattlebee's house to the Barrel & Bullet. Perception, On the Case: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 111d20 + 8 + 1 ⇒ (12) + 8 + 1 = 211d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 He is generally unsuccessful. 1 preparation point... Day 3: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 These failures eventually come good though as Urram discovers a little used alley which provides a useful and quiet sort-cut. 4 preparation points total.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Of course." Urram seems utterly unsurprised by the demonstration. "I could not reverse whatever process made you this way, but should you suffer injury I can at least offer some assistance. I am well versed in breaks and setting bones. Privacy is often requested during treatment so that should be no problem." He pauses and then speaks again. "If you were willing I would be very interested to learn how you came to be this way. You do not owe me an answer however, I understand this. Consider it a statement of interest should you ever wish to discuss it."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"My apologies." The automaton replies. "I used to be more proficient. When I had someone to speak to." An astute observer might detect a hint of some, thus far unknown, emotion in his voice. "My conclusions are my own, unless you will confirm them" He counters. "As for whether I spread them, I see little need. They are theories. Should they be confirmed..." He spreads powerful, metallic hands. "I am a healer when my skills allow, and I follow the healer's code. I do not reveal details of those I treat. If that is sufficient then good. If not I will not offer my services again, since you do not wish for them."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"I care not for what you are meant to have done." Urram says flatly. "It is unlikely that you did it. Your antipathy to Shieldmarshal Loveless, and her penchant for falsifying information makes the case quite clear. I am more interested in what you are." His metallic dome cocks to one side. "Would you like to hear the points in question? Your pace is shorter than would be expected for someone of your height. Your gloves are too thin and, as you are aware, all of your joints are too pronounced. There should not be as much noise when you stretch out your fingers, or walk. Comprenez vous?"
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Commissioning a robbery, handling stolen goods, aiding and abetting fugitives, smuggling." Urram counters flatly to Foebe's little joke. "Quite a rap sheet." It seems the automaton is neither capable of being easily scared, nor has a sense of humor. As to the tavern owner's blithe assumption that the group will continue to work together the automaton keeps his peace. It is clear that Dunsmith is far less confident than she appears and is attempting to keep the circumstances moving in order to prevent anyone speaking up or disputing her leadership. A powerful patron indeed if true. But rings are easily stolen, or made. She provides no real proof. Interesting. Rather than speaking up his smooth metallic head moves silently to observe the rest of the group. How will they react? He wonders, attention focused particularly on the 'woman' in the dark cloak. Her attitude reminds me of Aliah. But why would she refuse my help? A mystery. And he does enjoy a mystery...
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Medicine: 1d20 + 5 ⇒ (16) + 5 = 212d8 + 1 ⇒ (3, 4) + 1 = 8 Stacatto heals 8 damage. Urram seems to have finally got the hang of treating a leshy and patches Staccato up before the group returns to the Nailgobblers. With the way out cleared he seems quite happy to head, as quickly as possible, for the Barrel and Bullet.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram sizes up the new opponent. Strategy: 1d20 ⇒ 12 And, coming up with a reasonable target, moves to flank it before lashing out with spiked chain! Attack: 12 + 7 = 191d8 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Strategy: 1d20 ⇒ 8 Urram studies the oncoming gnolls and then lets out a loud roar that echoes strangely in the junkyard. Intimidate: 1d20 + 3 ⇒ (17) + 3 = 20 Then he advances alongside Katherine and Staccato.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"Indeed you are." Urram replies oddly. "Staccato. You should stop getting hurt so much. We will need to wait before I can do anything else for you."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
"That was well done." Urram comments. "You are skilled. To remove a spirit from a machine is no small feat." He'd know, he isn't far different from the tormented soul. "Allow me to aid your recovery." He adds, stepping towards Sansnom.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Alk Lore: 1d20 + 6 ⇒ (8) + 6 = 14 "There have been many daring dirigible pilots over the last two centuries." Urram says flatly. "It seems that you are right." He adds, nodding to Sansnom. "This one was not very good."
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Urram takes the time to do some work on Sin before accepting a healing potion from the goblin. Medicine: 1d20 + 6 ⇒ (10) + 6 = 162d8 + 1 ⇒ (5, 7) + 1 = 13 Sin gets 13 HP back. "I am ready." He declares calmly.
HP: 53/53 | Init: +6 | AC: 20 | F: +4, R: +4, W: +10 | Perc/SM +19, Rel +18, Dip/Arc/His/Spl +16, Dun/Eng/Geo/Loc/Nat/Pla +12 | PPool: 11/11, Healing 4/4d8 | 1: 8/8, 2: 7/7, 3: 5/6, 4: 4/4 | Active:
Strategy: 1d20 ⇒ 15 Having had time to examine the creatures Urram aims a powerful blow at the creature he is flanking. Strike: 15 + 7 = 221d8 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5 He follows up with a second blow. Strike: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 3 ⇒ (5) + 3 = 8
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