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Zennor Praze Sanjust's page

132 posts. Alias of French Wolf.


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I am currently fighting a losing battle with a virus. Apoolgies for holding things up, I'll post when I can.

Zennor barks out on order in her best sergeant's voice when no one reacts quickly enough. She pays no attention to the rest just the Swifts. If they start follow the sheep will follow.

"Get moving. I haven't risked my life saving you all to see you die cowering behind a building. That dragon is coming! Move it!"

Intimidation is a soldier skill for this, no persuasion proficiency anyway. Intimidation 1d20 + 4 ⇒ (10) + 4 = 14


Zennor round one

"Right people, most of you are a short run from the keep. Couple hundred feet. Come on, while my friends kill these critters. In a little while that dragon will be here. Everyone help the wounded, quick now!"

Zennor makes a single move towards the keep, trying to get the Swifts et al moving by waving her arm and pointing.


How far from the keep are we? Could the Swifts and the rest make a break for that safely? Zennor holds her action to decide whether or not its time to become a running rear guard for the poor folks of Greenest.

Rocked by the detonation, the stealth is over now. Zennor raises her crossbow at the flying kobold and lowers it again and looks back at the people.

"That's torn it! There will be more here soon! You in the building come out now."


Perception check 1d20 + 2 ⇒ (20) + 2 = 22


Zennor moves up to the middle of the pack of locals and will cover them as they travel around the bridge and towards the buildings. She tries her best to provide a bulwark between them and the gang of critters under the bridge.

Obviously Zennor is way behind the scouts so her moving stealthy may be difficult for lots of reasons. Stealth (disadvantage due to armour) 1d20 + 2 ⇒ (9) + 2 = 11, 1d20 + 2 ⇒ (4) + 2 = 6


"That means we are exposed to the ones and the ones in the sky the least. There is much to do in the village so avoiding unnecessary fights is best. Of course if we do get spotted then that is a different matter. I will not repeat this, time is dribbling away and let's decide. "

Zennor looks over the ridge of the bank to see how clear the ground will be and if there is any decent cover around the bridge area.

This is probably better done IC as roleplay.


At the hesitation, Zennor steps up and joins the discussion, "we should risk the overfly and go up, around and back down into the riverbank beyond the bridge. I doubt the ones under the bridge will even notice."

She waits with Dorn and Bor to see if she is wrong.

scranford mentioned we could do this already as an aside, and I think it probably works? By the way DM, I do that. Mix her sex up. I think its because in a previous incarnation she was a he for a Kingmaker game. I'll try not to do it again...it bugs me.


Zennor nods with approval and lets the others lead him away from a fight.

Lives matter more. We may be the hit and run merchants in this town. Definitely feels like we are the Greenest ones here!


"One question before we do this, how many did you see Vanodae? Five, ten or fifty." Zennor holds off attacking until he has a better idea of this.

"Its the head of the snake that matters most. We should conserve energy to kill the leaders and that dragon. But take out a few weakling kobolds if a good chance presents itself."


Zennor waits for Vano. He checks Bor's head briefly but in the end shrugs.


I think Tycandus may be doing the "Bor's Horns" envelopment tactic.

Zennor levels his crossbow at one of the other cultists and lets fly at the man's face.

Crossbow 1d20 + 4 ⇒ (14) + 4 = 18, damage 1d8 + 2 ⇒ (3) + 2 = 5

Zennor drops the crossbow and pulls out his shield and hammer.


Isn't Vano going behind Bor?


Zennor stays towards the rear being careful until she nears the keep.

Stealth (with no disadvantage or advantage) 1d20 + 2 ⇒ (20) + 2 = 22, 1d20 + 2 ⇒ (20) + 2 = 22, 1d20 + 2 ⇒ (9) + 2 = 11


I'd prefer option 1 because Zennor is the worst at stealth and can guard the rear pretty well.


Zennor prepares his crossbow and stays near the woman, "we will see you safely to the keep now. Kobolds in the sky or dragons do not matter. These men are well able to look after us."

The dwarf looks over at everyone briefly, "Bor and the rest of you. I have few spells and so no more vain heroics. We work together. We fight together and we survive to save these people."

The symbol of silver rings on her chest armour, the holy sign of Berronar Truesilver glisten brightly.


Its unlikely, especially with it being Fifth and scranford off to the UK.


Zennor keeps her place but starts dodging from left to right and smiling to taunt the poor kobolds.

Dodge this round.


Round 1

Zennor sees the big guy fall and steps forward around the kobold. \then she points at Bor's and yells for him to wake up, "by Berronar stop sleeping, this is a hero's feast!"

Cast healing word up to 60ft at the body. Healing points is 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

The shield goes up and she calls to the others to swarm these critters, "this is it! Hit them hard. Bor wait for them and then spring 'em."


"Kobold dogs!"

Initiative check 1d20 + 2 ⇒ (5) + 2 = 7


"Let's go then, but give him time to move and hide like a good scout. Let him find us a route through this. I feel like a halfling." Zennor grips on tight to the shoulders and smiles.


Zennor follows Vano, moving behind buildings and into shade. All the while looking for wounded and danger from above.


"The dragon is here now. You wait. These people need me now! But I will do what you said Tycandus and follow your stealthy lead. Let's go before its too late," the dwarf slows a little to let Tycandus take the front.

If no one moves ahead, then Zennor will do her best to scoot and hide, she's very good over short distances.


"A dragon. Well someone's dream is our nightmare now. Come on, let's go save some villagers!" the dwarf starts trundling down the hill towards the buildings looking for some kind of safe haven or temple to hold the dragon at bay.

Perception check 1d20 + 2 ⇒ (15) + 2 = 17


1d20 + 2 ⇒ (11) + 2 = 13


"Gregor is hiding something, I am sure. There was no reason to reach for a dagger. Tycandus' dreams or visions are involved somehow but I do not know how. And no one would believe us if we cause trouble for this innkeeper. But you all know this. I hope Bor doesn't make things worse,"

Zennor taps the table with frustration, one finger at a time and then heads for bed in the loft.


Its all good now.

scranford, I'm not sure a caller is what we need, just better communication between each other.

Vano failing that stealth check also didn't help. But then I guess we should all get used to the proficiency system and lots of failed rolls.

Frankly I still don't know for sure what is happening at this Inn, but feel we should just move on to Greenest. Gregor is all a bit to subtle for my dwarf!

Cheers


Cheers Bor!


Zennor went back in the Inn. When Bor turns to the dwarf, she is gone. Probably sat with eldritch knight, checking to make sure that the elf is well.


DM Only

Spoiler:
I'll try to keep it in spoilers. Good idea, should have thought about that myself.

Zennor shouts back through the door, "I will go back inside. But we are all simply worried for our friend. Sorry to trouble you so much, Gregor."

Persuasion check (inc Bardic Inspiration) 1d20 + 2 + 1d6 ⇒ (12) + 2 + (1) = 15

She storms back inside annoyed at the way things turned out, especially the fact that Gregor is now wise to them.


Zennor nods appreciatively to Gregor and Bor. "Lets go see this press, Bor. Penden said it was a new one. Sounds good."

Insight into the secretive mind of Gregor and his odd behaviour. Does the mention of the press strike a chord? 1d20 + 4 ⇒ (3) + 4 = 7


Zennor casts thaumaturgy after sliding behind Bor and makes the hollow sounds of a man and woman's final cry from beyond the hut.


Zennor motions to Bor to quieten and then rolls her eyes at the noisy elf, but just as she is about to admonish Vano, Gregor calls out. The dwarven priest freezes for alittle while. She holds Bor's hand in a tight grip (for her) so that they can be still.

"Quiet Bor! He is hiding something. Something that hurts Tycandus. Vano knows what, I believe." she murmurs carefully.

When and if Gregor returns inside, Zennor continues with the large man but moving as stealthily as a scout, avoiding roots as she goes.
Stealth check 1d20 + 2 ⇒ (14) + 2 = 16


Zennor's mouth does a passable impression of a fish, not expecting Bor to turn all gnomish on her. "You.....you know .....farm... implements? Yes, lets go....thank you Penden."

She lets the big man drag her away.


"I've had enough to drink Penden. Do want to show me this press? Please." Zennor encourages the youth, making sure that some of the others heard everything.


1d20 + 4 ⇒ (17) + 4 = 21

The sensitive dwarf puts a gnarled hand onto the boys shoulder and gently asks, "can you tell me all that happened or you saw, or heard after you last saw them. I'm guessing you never said goodbye properly to your pa?"


Insight check 1d20 + 4 ⇒ (2) + 4 = 6

Zennor feels surprise at the quick recovery of Tycandus. He takes a few moments play over the happenings, tahnkful that Dorn is doing so well. He is helping no end.

Then when Gregor leaves, the dwarf waits for the better wine, frowning at the behaviour of the innkeep. When it arrives he stops the boy for a word, making sure Gregor is not watching or listening now, "I am sorry to hear that your father left with a woman. What a shame that woman took him." He watches the boy closely.


As and when Tycandus gets up to the loft, probably with Bor's help, Zennor stays with the elfblood and watches for signs of deception from his patient. The dwarf looks round for beer and remembers where he is. [ooc]Insight roll 1d20 + 4 ⇒ (1) + 4 = 5

No dwarven infirmary would do without ale. Oh yes its the loft. Is he faking this? No then why the problem with elves and half elves around Gregor? He needs a beer. Dwarves are not fey so this does not happen in the mountains?

"I should go calm Gregor, he may not let us stay this night if he feels Tycandus is plague-ridden or haunted by spirits."


Zennor moves back to Tycandus and watches over the elf again. The dwarf smiles to the crowd casually. "Dorn, can you keep everyone else entertained maybe? I can look after our friend but not the worried looks we are getting too."

She shakes head to Vano, "no rooms, I'm afraid. Just a loft. He will be fine if we just let him rest and play it out. Take over the stew bowls and goblets while he thrashes. No need to hold him, just ease him to the ground if he is in danger of falling. This takes a lot of energy. Bor, can you ensure no one bothers us? Gregor thank you for the extra food and drink. He'll be fine."

The dwarfs face show a good deal more frowning concern once it is turned away from the audience. Even Gregor can see the medic's jaw twitch.

Has Zennor ever seen anything like this? I mean in real life an epilepsy fit can lead to more and that can be fatal if the series keep cycling. I only got an 11 on my Medicine check so this is unlikely but maybe this is where medieval faith and superstition come in.


"I have heard of sorcerers being drawn to the spirits of wyrms but it is so rare that it almost never happens. Here have my drink too."

Zennor thoughtfully hands over a thick beer and asks the innkeep for a hard biscuit or some bread so that the man can have a chew and recover his energy levels. Seizures can take alot out of a man (or elf).


Zennor springs over to the half elf and helps him up. He takes a moment to check that there is nothing worse at hand.

Medicine(Wis) 1d20 + 4 ⇒ (7) + 4 = 11


Apologies for my survival roll SB, I was actually just trying to roleplay in the discussion thread! A first for me.


"The loft it is for me and the stew. I would like five large bowls of stew my good man. If you rustle up some hard bread too I would be grateful. Which as a healer of skill means I would be prepared to help you and your friends tonight at an impromptu clinic. Oh here is 2 silver hammers (made in the dwarven temple of Moradin) for all that to show good faith. I am Zennor of Berronar by the way."


1d20 + 2 ⇒ (10) + 2 = 12

"Lets eat it and find out."


The drone in the background of Dorn's singing is the hum of a happy dwarf. Zennor tries to trudge along to the music.

At rest meals, she willingly finds out anything and everything that the others can speak of, especially about themselves. In turn Zennor lets them know of the skirmishes and fights in the mountains with the orc raiders. There is an obvious lack of hatred and anger in her, no grudge that is typical of dwarves.

Arriving at the Inn, Dorn gets a helpful nod and then Zennor sets about finding food and a bed. Her feet are sore and the chance to sit and even get clean sound good.


Zennor will help with the camp. She also takes the last watch in that she can enjoy the dawn and that period of closeness to renewal and life.

Is there a penalty for sleeping in armour? If not she rests in her medium armour/dwarven pyjamas.

Along the way, Zennor walks near the front, as a second line warrior and medic.

cheers


Zennor gazes out at the muddy track heading south.

"We should be going. Today. Its a long walk to Greenest," she says softly.


"Bor, I agree. We need gold. How about those missing goods and the fifty gold on offer."

Zennor pauses and then Tycandus comments as he approaches hit the same open wound. She nods to his words.


Zennor finds out when Veck is leaving and hurries up with her purchases. Then asks for the traveller to wait a short while so she can speak with her new-found friends. In fact he can have a drink or bite to eat in the Inn while they learn how far it is to Greenest.

Hopefully Veck will fall into her hasty plans and so Zennor can bring the good news to the rest. She pays for a small beer or two for Veck while they chat.

"I intend to go to Greenest. Perhaps working a ship from Neverwinter would be quicker. Or walking all 900 miles if you wish. Perhaps the two months walking would give us time to reflect and experience enough to handle whatever challenges await when we arrive."

I don't mind practising a bit, SB. i'll sort out spells as well later.


At work so I'll sort out the shopping details when I get home to the PHB.

Zennor stops briefly when Bor opens his mouth to speak. But the frown and sudden stop of anything resembling speech followed by him slamming the mouth shut ends that.

At least there was no belch. I wonder if he knows that in some dwarven clans the belch is considered a challenge to arms.

Zennor enters the Coster and explains the situation, the directions that follow make her frown a little. Ontharr would surely have mentioned the distance and that 900 miles is quickest negotiated by ship not dwarven foot. She examines the rations and other bits and pieces while Linene waits and wipes clean a bottle.

Joking she asks, "is there a wizard in town with spells to get us there quickly? Or a magic device that heads for Greenest?"

"No, I joke. By Beshaba that is not what I expected. You don't happen to know of a wagon or caravan heading south soon, Mistress Linene? I do not mind working my passage as a guard and healer. Or where can we get six horses, perhaps five and a pony would be better?"

SB, is it right that we will get no xp for the 900 mile journey before the adventure starts?


"A vow? I can understand how thin noble blood can be. We dwarves are proud of our ancestors but some of their children are not so blessed. I think you would do well at whatever you set your mind to. With all that talent, I am intrigued. Hopefully you can share your oath with me one day."

Zennor looks back at Bor catching up and slows a little to allow the huge man to catch up. Not difficult with his long legs. She moves more like a prowling bear, solid and loping easily.

Six of us seems a lucky number. There is a small town somewhere out there that is threatened by wyrms. I wonder how quick'y we can get to them and help protect the poor folks. I feel their pain.

Race

| SP 8/8 HP 4/4 | RP 5/5 | EAC 13; KAC 14 | Fort +0; Ref +2; Will +6 | Init: +2 | Perc: +8, SM: +2; low-light, darkvision 60ft

Classes/Levels

| Speed 30ft | Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None.

Gender

"Entropy 002" N android Pharasma priest mystic (healer) 1

About D.A.L.E.

Entropy 002
Android priest mystic (healer)1
NG Medium humanoid (android)
Init +2; Senses low-light, darkvision 60ft; Perception +8

DEFENSE
SP 8 HP 4 RP 5
EAC 13; KAC 14
Fort +0; Ref +2; Will +6

OFFENSE
Speed 30 ft.
Melee battle staff +0 (1d4 B; critical knockdown; analog, block)
Ranged pulsecaster pistol +2 (1d4 E nonlethal)
Mystic Spells Known (CL 1st, ranged +2)
1st (3/day)—mind thrust, mystic cure, Mind Link
0 (at will)—detect affliction, detect magic, stabilize, Daze

STATISTICS
Str 11 (+0); Dex 14 (+1); Con 10 (+1); Int 12 (+1); Wis 18 (+4); Cha 8 (-1)
Skills Culture +5, Diplomacy +3, Medicine +5, Mysticism +8, Perception +8, Profession (counselor) +13, Survival +8;
(reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Harm Undead
Languages Celestial, Common, Vesk, Shirren, Ysoki
Other Abilities healing channel, healing touch
Combat Gear mk 1 serums of healing (2),
Other Gear second skin, battle staff, pulsecaster pistol with 2 batteries (20 charges each), basic medkit, medpatch, everyday clothing, professional clothing, formal clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (28+ credits), trapsmith toolkit, flashlight, binders, fire extinguisher, tool kit profession (counselor),

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Entropy 002 counts as both a construct and a humanoid (whichever is worse for Entropy 002).
Darkvision Entropy 002 can see up to 60 feet in total darkness.
Flat Affect The DC of a Sense Motive check attempted against Entropy 002 increases by 2.
Low-Light Vision Entropy 002 can see in dim light as if it were normal light.
Harm Undead When Entropy 002 uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 14) for half damage.
Healing Channel (Su) Entropy 002 can spend 1 RP to restore 2d8 HP to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action).
Healing Touch (Su) Once per day, Entropy 002 can spend 10 minutes to restore 5 Hit Points to an ally.
Upgrade Slot Entropy 002 has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Entropy 002 can draw as a swift action.

Spells Entropy 002 can cast the following spells, each as a standard action:
Detect Affliction: Entropy 002 can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Mind Thrust: This spell deals 2d10 damage (Will DC 15 half) to one creature with an Intelligence score.
Mystic Cure: With a touch, Entropy 002 can restore 1d8+4 Hit Points to one living creature. Casting this spell doesn’t provoke attacks of opportunity.
Share Language: Entropy 002 can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Entropy 002 knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Entropy 002 can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+1 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.

GEAR DESCRIPTIONS
Basic Medkit Entropy can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Entropy successfully hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round.
Mk 1 Serum of Healing Drinking this restores 1d8 HP.
Pulsecaster Pistol This weapon deals nonlethal electricity damage. It can be fired 20 times before its battery must be recharged or replaced.
Second Skin This armor’s environmental seals allow the wearer to survive in harsh environments for 1 day.