Female Merchant

Verrin's page

26 posts. Alias of Vethcyr.


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Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Up:
Thanks for your permission...

Verrin moves to open the doors in sequence, taking care to be as unobtrusive as possible - she keeps her dagger in hand as she explores.

Perception 1: 1d20 + 10 ⇒ (17) + 10 = 27
Perception 2: 1d20 + 10 ⇒ (6) + 10 = 16
Stealth: 1d20 + 16 ⇒ (8) + 16 = 24


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Up:
Question: does the hallway extend south, or does it just end there? If it extends, can Verrin see any more doors or objects of interest further along? She has her Ioun Torch active, so she has light as a torch.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

We need some balloons...:
Wisdom Check: 1d20 ⇒ 2

"Let's see what's in these other rooms first. I'd like to see if we can get a better idea of what's going on without running to those two..." Verrin says as she strolls outside and down the hall to the next door. Assuming nothing untoward happens, she presses her nose against the door. She is definitely on guard now that she knows something else is in the area, and she has her dagger drawn.


Xeran/Zoggie Sense Motive DC 15:
It is obvious that she dislikes relying on Teyth and Rhaegar to lead the way through this ruin.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Up!:
Perception: 1d20 + 10 ⇒ (9) + 10 = 19

"Yeah, I see them too, Xeran. Problem is, I'm not an expert on tracking either," Verrin says wearily. "Two conclusions present themselves - either we are not the first recent explorers of this structure, or something non-native to the original culture lives here.

DM, can I attempt to identify the footprints (not trying to follow them, so survival shouldn't be a factor)?
Knowledge (Nature): 1d20 + 8 ⇒ (10) + 8 = 18


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Probability of Fourecks? Are we on the Discworld?

"Hmm, that didn't work. Let's try this..." Verrin lightly touches her nose to the door, hoping that it works on the same principle as the previous one.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

"Huh. Well spotted. Let me see what I can do..."

Verrin examines the nearest door carefully for traps, magical or otherwise.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

If she finds nothing, Verrin will attempt to open the door using her masterwork thieves' tools.
Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Despite her companions' apparent superstitions, Verrin proceeds confidently through the (presumably) abandoned streets and down the ladder. She has her dagger drawn.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

"Sure. West works for me," Verrin says drily. "Follow your nose, I guess." Verrin will follow, letting Rhaegar's nose lead the way. She will, however, try to remain relatively inconspicuous when possible.

Stealth: 1d20 + 16 ⇒ (16) + 16 = 32

"When in darkness, or in orc, always follow your nose."


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Seeing the luminous walls, Verrin deactivates her [i]Ioun Torch[/ooc] and places in in a pocket. As the group descends, she examines the entryway for any devices or magical effects that may trigger when the party draws near or passes through.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Seeing nothing amiss (presumably), she draws her dagger and sneakily steps through the doorway.

Stealth: 1d20 + 16 ⇒ (1) + 16 = 17

"I see three exits - East, South, and West. Can any of you survivalist types tell me if any particular direction has seen more traffic of late?"


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1
GM-jkbc wrote:

That's a very good question. And it requires me spending some time with friend MapTools. So we'll get back to that tomorrow.

(Again, apologies for being an unprepared GM...)

Eh, could be worse - you could be spending time with friend computer. I assume we're making our way down into Alpha Complex?


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Wisdom: 1d20 ⇒ 4

"What a strange island," Verrin says. "All right, everyone, look sharp! We don't know what sort of creatures took refuge here, so be prepared for anything!"

I don't suppose Rhaegar's ship is insured?


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Verrin advances slowly down the stairs, warily keeping an eye out for traps as she goes.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

"Which one?" Verrin absentmindedly calls out after Rhaegar's comment about gods. "And relax, I don't bite."

Perception: 1d20 + 10 ⇒ (14) + 10 = 24


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Island:
"Huh," Verrin says, "I'm surprised that actually worked - not much for security, that mechanism." She fires up her Ioun Torch and draws her wand of Admonishing Ray, and looks into the stairway, looking out for any traps or other mechanisms that are present (she has trapfinding).

Perception: 1d20 + 12 ⇒ (15) + 12 = 27


"If you would prefer to stay aboard your ship," she shouts, "feel free! We'll just have to explore this interesting and potentially valuable ruin without you!"


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Island:
"'Refuge 13?' Anyone know who or what took refuge here? And from whom or what?" Verrin muses aloud, and then asks, "And what is this 'apply foresnout' bit?"

Verrin ponders this for a moment, before grinning slightly and saying, "Hang on, let me try something." With that, she walks up to the door and presses her nose lightly against it.

In the likely event this fails to open the door, Verrin will examine the door for anything that looks like a handle or device.

Perception: 1d20 + 10 ⇒ (4) + 10 = 14


Turning away from the door, Verrin looks around the island for a moment. "When last I sailed, we had these handy devices called 'anchors!'" She shouts to the chap on the ship. "You may have heard of them, I hope? Try tossing one onto the island - with luck it should hold just fine!"


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Monkey Island:
"Just that it's bloody old, possibly older even than you!" exclaims Verrin. "Actually, we were rather hoping you could tell us about it. It's apparently a cylindrical structure reaching far below the surface. There is also some writing I have been unable to translate or identify on that door over there," she says, pointing.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Team Castaway:
"Huh. Speak of the devil - it's Turf! And that guy I saw in a vision! Verrin says to her fellow castaways.

Once the boat reaches shouting distance, Verrin shouts out, "Long time, no see! What brings you here? Also, I think we may have found a relative of yours!" Verrin then gestures at the large domed structure on the island.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

That's like outboard motor speed. What exactly does that thing run on?

Team Crusoe:
Intelligence check to remember Mr. Roboto's description: 1d20 + 3 ⇒ (18) + 3 = 21

Given that result, I'm guessing my memory is pretty accurate. I would describe him physically, but someone hasn't bothered to post a description...

"Turf was an ancient golem who was designed to adapt to any situation, but his versatility also made him highly erratic. He had no social skills whatsoever, and was prone to malfunction. Plus, he was also kind of dumb for something so intelligent."


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Were this one o' them "movin' pictures," 'twould be rated Arrrr!


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

20,000 Leagues above the Sea Floor:
Perception: 1d20 + 10 ⇒ (10) + 10 = 20

As Zoggie dives below the mysterious colander, Verrin turns to Cildad and asks him, "So how long have you and Waynab been together?"


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Sea Turtles, Mate:
"Over ten thousand years old, you say? Curious that it hasn't rusted away, isn't it?" Verrin pauses, deep in thought.

Now what was that golem's name again? Toph? No, Tooth? Teeth! That was it!

"You know, Waynab and I once traveled briefly with a golem called Teeth who claimed he was about that old. I wonder if he might know more..." Verrin muses.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Isola di Disco Volante:
Trans. "Island of the Flying Saucer"

What a perceptive little creature - "crazy gnome" sounds about right! Oh well, I suppose it isn't entirely Waynab's fault that his crew were pirates. If we get out of this alive, I'll report that the Annabel and her crew have engaged in piracy, and then no doubt I'll meet them again.

Verrin laughs, before saying "Your pet is remarkably perceptive, Xeran. Signaling that ship is a good idea." She then calls out to Waynab, "So how about it, former captain?"


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Team Marooned:
Still pissed about Waynab's chaotic actions since she met up with him two weeks ago, Verrin says to him "I told you that hiring a bunch of pirates and criminals could only end in calamity. What do you have to say for yourself now, hmm?"

Knowledge Nature: 1d20 + 8 ⇒ (6) + 8 = 14
Linguistics: 1d20 + 7 ⇒ (16) + 7 = 23

So close...

Verrin begins to examine the giant metal colander that features as the centerpiece of the island.

We're on a flying saucer? Also, no offense intended to anyone, but I just read Waynab's new backstory and there is NO F*@+ING WAY that Verrin would have gone along with Waynab's free for all, revolutionary and piratical impulses. It makes more sense to me that the two split up after their last adventure 9 years ago and that she only just met up with Waynab again several weeks ago, well after he had formed the Queensgangers and done all of that crazy anarchist stuff (as Verrin sees it). Incidentally, this interpretation fits her backstory perfectly, as she has spent most of her time in and around the temple of Cuthbert during the intervening years. To clarify: she was not a member of Waynab's crew aboard the Annabel - she was a passenger who got marooned because she was an old friend of the captain and because she disapproved of the mutinous crew.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1
Waynab wrote:
I don't need to buy the boat I'm on, do I?

Probably not, but you really ought to choose an image for Waynab.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

Dibs! You would get to join the rest of the chaotic shortbus crowd (read: Waynab's boat) and join the pyromaniac gnome and the barely-lawful half-elf as we bicker incessantly. Plus, the three of us tend to post the most, so more party banter!

Also, we need someone who can cast spells that don't involve explosions.


Female Half-elf Swashbuckler 3/Rogue 4/Master Spy 1

I need to finish tweaking gear after my computer crash-induced rebuild, but I'm almost ready!

Also, I've tweaked Verrin's age up to reflect the time skip.

Given that Verrin had the GTFO-inducing vision of Rhaegar, I don't think she would want to be near him. As such, she will likely have just reunited with her favorite pyromaniac gnomish captain, Waynab.

Also, you aren't very convincing at "not being bitter at all."