Gnoll Warden

Zeylud's page

79 posts. Alias of Jing the Bandit.


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Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I'll be bowing out as well. I think at this point, it would be better for the GM to make a recruitment page and get the players and characters they want over trying to get some players that will match the remaining.

(That doesn't mean, I won't apply. But I'll be looking for the recruitment and seeing what others throw in and if I come up with something that'll go with the potential players, I'll apply.)


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Ok, I think I've updated everything. I am currently carrying a medium load (I hate life as a small creature...REEEEE) But I like the poisoner Winter Ratfolk concept.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

^_^ don't worry, I've thrown away my ability to use poison, I'm looking forward to each roll potentially poisoning myself.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

GM, this character was built on the idea of taking advantage of poison. Do you consider poisoning people an Evil act. (I mean, we're adventurers and we straight up kill people. Weakening them to kill them easier is...a bit mean but it's in the grey area.)


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

The party runs the gamut of NG, CG, N, CN. (Personally, Zeylud is a little closer to NE than N)


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Correct


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I believe so, we faced the Bandit leader and managed to avoid conflict while still getting the hostage? (Some of us came in at the start of the lodge situation.)


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I believe all of the above is...Nothing, 1st, potentially 5? With no to the Occult and Vigilante.

Currently it's Ranger?, Winter Witch, Bloodrager, Veneficus Witch (Who wants to change to an Alchemist cause the original recruitment was a witch themed campaign), and a Tatterdemalion Witch.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Tentatively maybe...Personally, I thought the niche concept of a group of witch based characters would be...difficult.

I think if I saw another GM pick it up, I'd much prefer to be able to rebuild my character into a proper alchemist over attempting to make one out of a witch. Right now, honestly apart from stealth, Zeylud does next to nothing for probably three more levels in combat other than evil eye. (And little outside it too.)

Alchemist wouldn't change his background but make him far more useful...that's just me.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I'm actually gonna bow out.

The GM complaints, passive aggressiveness, and vibe that he really doesn't wanna GM this group has pretty much killed any drive I have to play this one.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud nods and grabs meeks before shoving him back in his sack. He looked at the horse and the tack trying to figure out how the hell he'd get up there. Finally, he grabbed the stirrup and hoisted himself up using it like a rope to grab the saddle and up onto the horse. He sighed, it wasn't easy being small.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud nods "Yes, it would be best if I rode with someone. Me and meeks are rather...light and slow." he said nodding.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud shakes his head solemnly "Sorry luv, I got a bit over zealous once you guys got inside and I didn't check the perimeter well enough. Honestly, would've been smart of me to steal a few horses for us." he said admitting his ignorance.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud raised a brow at Satu's words. "First off, our plan was to take advantage of these two's distraction to try and get information and get the drop on the bandits. You guys failed, I couldn't have told you I had your back even if I wanted to tell you...so I proceeded with the plan as we agreed. Hide, gather information, and try and get the drop on them." he said a bit annoyed at Satu's assumptions.

He moved on "Then, I noticed that the bandit's were hiding something. I assumed, I had the opportunity to find out what they were hiding given there was only one actually locked area...so I tried. Unfortunately, I chose poorly in my timing and got caught. But, I still tried to weasel my way out of it and failed. Now we're here." he said summarizing everything from his point of you.

He noted the mentioned of ill people "Forgive me, but I saw no ill anywhere. I think that was a lie." he said simply.

He shook his head once everyone had finished talking "Our mission was to kill the bandits, doesn't look like that's happening and I'm not a fighter so I'm not gonna fight to go fight. I'd rather thank whatever deity or persons involved with keeping me alive instead of a ratling-kebab and move on with my day." he said now looking like he had nothing left to say.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Wow, close for someone who is garbage at Perception.

Zeylud eyes slowly flutter open "Ugh....who hit me with the plow? Did...we kill em? Where are we at...also who are these people?" he asked trying to piece it all together.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Indeed he probably deserves it. But as a first or second level adventurer I felt it at least mildly appropriate to get a little cocky once he was able to get past all the guards on watch, inside, and could even look around....You should make some mistakes in the youth of your adventures!


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Stabilize: 1d20 + 1 ⇒ (11) + 1 = 12


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I believe she was implying that she was attempting to diffuse the situation and Intimidate Rhokar into laying down his blade.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I updated my status line to include my HP. Also, I plan to mostly panic my way through this entire building >.> It's my go to plan! What do my Ratfolk eyes see upstairs?


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud eases around, either he was far better at hiding than he thought or perhaps her attention wasn't as good as he figured. All the same, it was time to go ahead and slip upstairs. He really did hope that she was the only one who had been in the room.

He darted up and out the trap door and looked around to see what was going on before he saw his earlier entrance closed, a boarded set of door and...well being trapped like a rat in another room. He figured he was least expected and probably there was less people...upstairs!


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud looks around in alarm as his familiar flies into his arms and the trapdoor is slammed shut.

He starts squeaking dramatically.

For the love of god, let there be rats and mice in this cellar: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13

Even if he can gather rats and have them swarm about and up and out of the cellar....he still needed to hide. He was afraid Meeks would have to somehow slip out with the swarm.

Stealth: 1d20 + 9 ⇒ (1) + 9 = 10

Dear lord this is gonna go bad for me >.<


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Correct, you've said pretty much all the information we were given.

I think it was his intention to leave the reason we are searching and much else as very vague in case of when the two parties merge lessening any potential conflict that could occur from one side not wanting to kill them and the other wanting to.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Meeks the sneaks: 1d20 + 14 ⇒ (11) + 14 = 25


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud says a silent prayer gods may or may not watch over a wretch like him and slipped into the basement to double check that no one else is hidden down here. After a quick but quiet lap, he moves to climb back out of the basement.

He kept Meeks at the entrance of the basement, hidden by his small size in a corner of the room to watch and alert him if someone was coming.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud looks around quickly before poking his head inside and using his darkvision to see what's under there.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud feeling no danger from his familiar slips back out into the large room. He looks once more at the trap-door and checks to see if they had messed with it and if they had, that perhaps they'd left it unlocked.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud and GM:

Zeylud contemplates what to do, he could of course open the door a small bit after half a minute or he can go out through the window. he chooses to open the door very carefully and quietly to see and let his familiar run out and tell him if danger is present.

Stealth for Zeylud: 1d20 + 9 ⇒ (10) + 9 = 19

Stealth for Meeks: 1d20 + 14 ⇒ (9) + 14 = 23


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I'm gonna get caught and I'm gonna die ^_^. I'm excited.

Also, it's a very interesting feat. Could be a in character representation of being a part of a witch's coven.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud and GM:

Zeylud hears the sounds of foot steps and whirls about in the room and looks for anything to hide behind or in.

Perception?: 1d20 + 2 ⇒ (6) + 2 = 8

Zeylud seeing nothing, turns and opens the door nearest him and slips inside and closes it.

I'm looking at the door slightly down from the bears mouth.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

GM and Zeylud:

Zeylud pauses as he stares at the padlock. He was no true thief, this would be beyond him. He scratched his chin and looked for any holes in the trap door or anything he might be able to at least squeeze his familiar through and get an idea of what might lie down there.

He looked up and around the room for a bit to see if he could perhaps spot the key, even making his way close to the room adjacent to get a peek if there was someone with the key hanging on them.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Stealth in case the GM wants a new one: 1d20 + 9 ⇒ (17) + 9 = 26


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

GM and Zeylud:

Zeylud tilted his head, he was surprised someone had seen him. He was typically more careful than that...but he did feel that she was pretending not to have. He was puzzled, but he decided to take the chance all the same. He slipped his small form in through the window and carefully stalked up to the bear skin. Hoping to see if there was something interesting beneath it that could be worth his group's time.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud and the GM:

Sense Motive: 1d20 ⇒ 16 I don't want to make this sound like an out of the blue, I'm getting the hint of evil from you kind of concept...but my character by trade is a poisoner. Bandits...treating interlopers to food, yea that would produce the wiggins in him.

Zeylud raises a brow upon seeing the Half-Orc bringing...he can only assume Poison for the group of idiots who let themselves be known and surrounded. He did not like the idea of jumping to conclusions and so, he bites the tip of his finger and quietly speaks a few quiet words to cast Detect poison on the soup!


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud at least heard what the others were saying and inched his way towards the windows to see what he might see of this bear skinned rug and tried to see if he might be able to slip in with none the wiser.

Inspecting the other room while still hiding up against the building?: 1d20 + 2 ⇒ (15) + 2 = 17


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Zeylud attempts to find an advantage to see in but only sees the Bandit debating which tree is the best to piss on.

He sighs a bit, he honestly wishes at these times he was a stronger rat.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud listened in and found this to be....not what he was expecting. Still it wasn't a bright idea to reveal himself if he could help it. He proceeded to begin carefully maneuvering himself through the snow and brush to try and find a way to look into the building for the time being and help in his own way.


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Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

PSh...I'm barely trusting the lot I came with. That, and I'm a coward means I ain't getting out my hiding spot till it is necessary to continue "helping" in battle.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud slipped into another hiding spot and noticed one of his crew falling out of the plan to address the other group. He made sure he was hidden properly once again, he pulled out his kunai and gave the edge a lick. His whiskers twitched as he sniffed the air and eagerly awaited a good opportunity to start twisting people's fate.

He spied the leader of the bandits and eyed them carefully, attempting to curse their ability to protect themselves from attacks.

Staying in stealth and using eye eye on the talker to decrease their AC DC 14


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

~sneaks about~


Same, I think I had an interesting an concept to drag into this group when we understandably had to quit.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Stealth!: 1d20 + 9 ⇒ (19) + 9 = 28

Zeylud seeing that the others agree with the idea...simply vanishes as he makes his way behind the bandits.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I was still in the process of turning over the profile. I thought I had fixed it already. But apparently I was lazy so it should read right now.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I was still in the process of turning over the profile. I thought I had fixed it already. But apparently I was lazy so it should read right noe.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud snickered a little bit "Most fortuitous, Zeylud suggests we take advantage of the situation and slip in behind these Raiders while those do-gooders have their attention. We shall do much in the chaos that ensues with little risk" he said grinning a cheesy grin.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Yes, we wish for many dead enemies together, yes?


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud moves quickly to cover and pulls out his light pistol, double checks that it is still on stun and takes a bead on one of them and fires.

Light Ranged GGGvsPP: 3d8 - 2d8 ⇒ (5, 4, 2) - (1, 7) = 3 3 Success, 1 Advantage vs 2 threat so looks like I'm taking a strain but Doing 8 stun to an imperial


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

I was trying to let Tarkazza take the spot as I'm a melee character mostly...


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud shrugged "[b]Try to convince the droids in there that that patient is priority one while me and the wookiee go check on our host?[b]" he offered as he started to head off.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud does so choose to give him the sedative. He may have even overdone it a tiny bit.


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

coercion: 3d8 - 2d8 - 1d12 ⇒ (3, 1, 2) - (8, 2) - (7) = -11

Perception: 1d12 - 2d8 ⇒ (10) - (1, 7) = 2

damn I know that is a total failure


Preservationist Alchemist 1 | HP 8/8 | Fort 3, Ref 5, Will 1 | AC 17/14/14 | CMD 11/8 | Perc +7 | Init +3

Zeylud shrugs a bit and grabs a sedative just in case as he steps out into the hall. He goes out with a bit of a flourish of anger and frustration. "WHO THE HELL AND WHY THE HELL IS THERE A COMMOTION OUTSIDE A MEDICAL STATION, HAVE YOU NO DECENCY!!!

Would like to attempt a Coercion check, what would be the difficulty for this person?