Ezren

Utnapishtim "Prof" RotR's page

156 posts. Alias of R D.


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Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim pales at Ark's roar. He's already so drenched with sweat that he's unsure if he just wet himself a little...

"Oh, my!" the slight human exclaims with a whimper.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
Can someone please remove the orange goblin and the two closest goblins to Zol from the board.

Done.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Thanks for gaming with us, Zol! Good luck, and hope to see you around the boards. Your role playing is a lot of fun!

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Firing at whichever goblin seems most likely to fall next...

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Did the last goblin I targeted go down? He has 7 HP of damage do far. If he's still up, I'll target him. Else, the next one:

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Please surrender! the professor protests futilely.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Quote:
The goblin Ark is attacking is killed, no access to clear him off the board.

I removed 1 goblin from the map.

Free Action: Freeze dirtbag!

Standard Action: Magic Missile at the one I hit before: 1d4 + 1 ⇒ (2) + 1 = 3

Free Action: Surrender, goblins!

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Free Action: Jer, there seems to be a nice clump of enemies over there.

Standard Action: Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

I made my target goblin red on the map.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
feel free to remove it from the map.

Thanks. I removed one.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Since nobody expressed a preference, I'll go ahead and use my wand, concentrating on one enemy till it falls:

Surprise round: Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Regular initiative: Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Prof whispers: "I'm not very good at being quiet. I can take one or two of them down with my wand. But that leaves 8 or 9 for the rest of you to deal with before they raise some kind of alarm."

Shall I go ahead and attack? I can do so from range at the back of the party.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
Continue going left?

*Shrug* Sure.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Quote:
However those with knowledge nature may roll.

Knowledge(Nature): 1d20 + 10 ⇒ (20) + 10 = 30 Yahtzee! :-)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Prof becomes visibly pale. His knees buckle a bit. He barely manages to stutter: "P-p-p-please d-d-d-don't J-j-j-jer." The weak human looks as though he might faint.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

OK. I'm using green "lightning bolt" polygons to indicate where I leave arcane marks. I will always leave them on the left side of our trail so we know the direction we traveled.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

I don't have a preference on direction, as long as we're consistent...

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim will draw his Wand of Magic Missile and keep it at the ready as we move carefully through the thorns.

With his other hand, he will periodically mark the path that the party travels using Arcane Mark--to help avoid getting lost or going in circles.

(Unless y'all prefer that I use quieter, mundane means--such as chalk.)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Any space/separation between us? Or all in a row?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

What should be our marching order?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Ark, Zol, Jer: if you wouldn't mind standing ready, I'll move this mat of thorns that we may pass."

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Let's examine the entrance.

Perception: 1d20 + 0 ⇒ (19) + 0 = 19
Survival: 1d20 + 0 ⇒ (10) + 0 = 10
Knowledge(Nature): 1d20 + 10 ⇒ (16) + 10 = 26

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

I don't have any other suggestions. I'm ready to go.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Oh, thank goodness it's still alive. I thought that something had happened to it while we were gone. Prof says, smelling the alcohol on the sheriff and eying him suspiciously...

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

What happened to the pony?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

I'm banking my loot.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Ready and posted to my character's profile.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Thanks for working on this! :-)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Are we waiting for something in particular?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Thanks for doing this.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Crickets...

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

I've updated my character to level 3.

How do we want to deal with loot/GP?

Utnapishtim is more interested in heroics and doing right by Desna. He's not interested in accounting and inventory.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Since nobody objected, Utnapishtim will write the scrolls into his spellbook.

Spellcraft for flaming sphere: 1d20 + 10 ⇒ (9) + 10 = 19, succeed, 40 GP
Spellcraft for burning hands: 1d20 + 10 ⇒ (7) + 10 = 17, succeed, 10 GP

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

- scroll of flaming sphere
- scroll of burning hands

I'll hold into these if the party doesn't mind.

- prayer book dedicated to the worship of Lamashtu

I'll bring this to Father Zantus for destruction, if the party doesn't mind.

- wand of shocking grasp

All the loot seems arcane in nature. Jer, do you want this?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

So... Are we back in Sandpoint? When do you want us to start using the level 3 versions of our characters?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Congrats on a successful semester. :)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

In homage to the hero, Prof will make great effort to talk to Sandpoint citizens to collect all the Hallard stories he can.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Any knowledge checks for "Hallard"?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim will inventory and makes copious notes about EVERYTHING down here. He will make sure that the sheriff, Father Zantus, and Brodert Quink get copies of his report. He will also keep a copy for himself and make a copy for anyone in the party who wants one.

(He is a knowledge junkie.)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Have a great vacation! :-)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim readies his wand.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"B-b-burn?" Utnapishtim stutters. "But, there may be Thassilonian artifacts down here."

Seeing that the others don't care about history for history's sake the way he does, the Wizard adds, "Unique items that would fetch a grand price in markets like Magnimar, Korvosa, and Riddleport. Possibly Kaer Maga or even Absalom!"

Nodding towards the half-orc's spear he adds, "Arkus Scargazed's new toy is empirical evidence that wonders and rewards yet remain."

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Whoops! I posted with the wring alias.

Let's press on. I don't want to have another re-spawn combat. They're too expensive.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
Jerrick Bagspark wrote:
Jerrick whispers to Prof, “Big fella seems a bit unhinged, if yer ask me. Which yer didn't. Best keeps eyes on him...”

"Indeed. I think he might be upset." :-)

"Our friends have seen more of the abominations beneath Sandpoint than either you or I. Perhaps facing so much evil can leave a person... changed..."

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Though Utnapishtim made his saving throw against "Horror" he will be totally creeped out by the other party members' new behavior.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Which knowledge checks should I roll, GM?

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Utnapishtim feels a little queasy...

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Gentlemen!" Untnapishtim exclaims with alarm in his voice, "You should really see this!" he says referencing the transformation of the Sandpoint guardsman.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Nice! Have fun at Disney! :-)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

(Still carrying 4 HP of flying head damage)

"Freeze Dirtbag!"
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

- Move Action: Move north, behind Jerrick
- Standard Action: Magic Missile at Flying Head: 1d4 + 1 ⇒ (3) + 1 = 4

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