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Draidden

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  1. Whisper Gnome, Rogue 2 AC: 18, HP: 12/12, Initiative7: +4, Perception: +8, Search: +8Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching. Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1) Shade is obviously moved by the ladies plight. He walks over to her as he reaches into his pouch and pulls out a vial and offers it to her. It may not heal the deeper damage, but my hope is it would help to ease your suffering. It is merely a basic healing potion, but I offer it in the hopes it will help. OOCTake 10 on all search checks for a total of 17 for both Perception and Search. Will buy Everbunring Torch for 110 gp and 2 alchemist fires for 20 gp each.
  2. Nezumi, Scout (2) || Psychic Warrior (2) AC: 16 (chain shirt + dex) | HP: 22/22 (1d8) | Speed: 40 ft. Touch AC: 12 | Flat Footed AC: 14 Senses: Low-light vision, Spot: +7, Listen: +7, Search: +5 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 16 (+3) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 14 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 (+0) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 08 (-1) Languages: Common, Nezumi “My words,” | ‘My thoughts,’ | My actions . . . Mark is impressed by Gelfin's ability to figure out what Kella is up to and drag the truth out of her. He is a bit confused on where Gelfin got that info, but not too concerned. Maybe we stay here for night and wait for storm to pass? Then go to fort in morning? See if any alive there. OOCMovement: 5' step Action: attack with reach of naginate Bonus Action: none Reaction: none In Right Hand: Naginata In Left Hand: Naginata
  3. Whisper Gnome, Rogue 2 AC: 18, HP: 12/12, Initiative7: +4, Perception: +8, Search: +8Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching. Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1) This is not his area of expertise, so Shade remains quiet and observes what is going on around him. He keeps an eye out for anything that seems out of the ordinary or suspicious. Seeing that several of the group have already partaken of the bread and salt, he figures he might as well too. Not doing so could be seen as an insult to the Lady of the house. He makes up a small plate of food and finds himself a seat where he has a good view of as much as possible. OOCTake 10 on all search checks for a total of 17 for both Perception and Search. Will buy Everbunring Torch for 110 gp and 2 alchemist fires for 20 gp each.
  4. Baldur Dwarf Ranger 5 AC: 15 (chain shirt) | HP: 41/49 | Initiative: +3 | Passive Perception: 15 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +5 | Spell DC: 13 Spells Known1st Level Cure Wounds Entangle Hail of Thorns Speak with Animals 2nd Level Lesser Restoration Beast Sense | DM Inspiration: 1/1 With the conflict coming to an abrupt end, Baldur rushes up the ladder to the room above to see if there are any captives up there and hoping they are still alive. That and making sure there is no one else up there waiting to attack them. Mechanics Main Hand: heavy crossbow Off Hand: heavy crossbow Action: Switch weapons Bonus Action: Move: Switch Weapons Manipulate: Racial ability - Colossus Slayer: it target is hit by a weapon and is below maximum hit points it takes an additional 1d8 once per turn.
  5. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> Luke is caught a bit off guard when the pup touches him and suddenly it's thoughts were running through his head. Whoa! That's an interesting trick. How does it work? I mean is it only the thoughts I want to send or is it every thought that runs through my head! I don't need nobody reading my mind or such. And who all is listening in on this? And how far can this ability reach? Could be handy, since no one will be able to pick up our comm chatter this way. Unless they use magic, I assume.
  6. Better be careful! The surviving dwarves will be very angry at you if you throw away some of their ale! "No! No! Take me beard, but don't take me ale!!!!"
  7. I would recommend dropping this area of conversation. I was given a warning about the same basic conversation with much less detail. Just saying.
  8. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> Luke sits back and watches as the little fox sniffs away at him and the big troll. He is a little confused when Blockade starts talking to the fox as if she had just asked a question. He notes that Blockade has a son and respects that he does not want to share any more info than that. This juts adds to his original assessment that that was no ordinary dog. I am a Rigger. I prefer to let my drones do most of the work. I use them to keep an eye out for trouble and I got a few that can provide fire support if needed. Once we figure out what this job is we can go into more detail as to what all my drones and I can do. So the big guy smashes stuff, I'm a Rigger, what specialties do you and your pup bring to the party?
  9. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Splitting the group is rarely a good idea. I agree we should go get those magic weapons, but we have no idea what we are going to encounter up there. Sending just two or three of us might not be enough if we encounter heavy resistance up there. And we may need more than just the three of us to bring back the magic weapons. I can drive a piton into the crack around the secret door and jam it so it can't be opened until we get back with the magic weapons. That way we can completely clear this floor and upstairs and make certain there is nothing nasty up here to follow us down there, leaving us caught between two groups of hostiles. And if we are going to set up a hospital slash staging area for those we rescue, it will most likely have to be inside this building. I agree sending more people to the ship is not a good idea and won't be feasible after this batch. But I don't think any of them would survive outside, in this weather, long enough to build any kind of useful shelter. We clear out the rest of this floor and the upstairs one and then we can select a room or rooms to have any others hide out in till this situation is settled. So if the others agree, he will do his best to jam the secret door with a piton or two and then lead whoever is coming with him upstairs and go after the stash of magical weapons. He will do his best to keep an eye out for traps and other surprises as he goes. OOC ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  10. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> Seeing the message come in and inviting them to a meal he sighs. So much for his wanting to keep the helmet on until he knows them better. As the big troll takes off his helmet, Luke does the same and tucks it under his arm as he follows the big guy to the diner. Once they are all seated at the table he glances around at everyone, raising his eyebrows at the fox/dog. So, either of you two have a name, or do I just make something up? When the waiter or waitress comes he will order up a nice big steak meal.
  11. Sun Elf, Wizard Forget that barrel and help us kill these things before the others break out of the web spell. A quick chant (shield) to give himself some added protection and then he draws his rapier as he moves up next to the dwarf to try to help him. The spiritual hammer takes a swing at one of the remaining skeletons, shattering the bones as it hits. OOC Mage Armor: AC 17, duration: 5 hours Shield: +4 shield bonus to AC, duration: 5 minutes Curretn AC is 21. Spiritual weapon activated in round 1: Duration 4 rnds. Att: +4, Damage: 3d6 Hooded lantern with Continual Flame is hanging from his belt. Kodo has scent so can detect them if they get within 30', but can only pin point them if they are within 5'. Unless he spends a move action concentrating and trying to locate the smell. Not sure if that is a skill or just a flat Stat check. I am guessing it would be Wisdom.
  12. Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 Black not white-> That is one BIG trog! Well, it's time. Come on back Gail. He reaches up and opens a small door in the roof. It is not even big enough for one to put their head out of. A few seconds later a small dragon fly looking drone flies in and moves over to a shelf on the side of the vehicle. Luke closes the door and secures it. He then drives the truck over to the meeting. He places his helmet on his head and then gets out. He will keep his appearance hidden until he learns whether he can trust these guys and Mr. Johnson. Besides he feels safer in full armor. His outfit is a black leather outfit much like the large bikers and he has a black full helmet with blackened visor. Each hand sticking out of the sleeves is obviously cybernetic. Evening folks. I am Legion.
  13. Whisper Gnome, Rogue 2 AC: 18, HP: 12/12, Initiative7: +4, Perception: +8, Search: +8Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching. Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1) Shade steps forward to get everyone's attention. Possibly startling the two new comers who might not have seen him as he was staying back behind the others. He nods to Doallyn and Racanna. Excuse me, but I have noted two things of importance that I wish to bring to everyone's attention. First off is the plate of bread and salt on the table with the rest of the food. For those not familiar with it that is a offer of Sacred Hospitality. If you partake of it then enter into an agreement with the host. You promise to be on your best behavior and not cause your host problems and the hos agrees to offer you their fullest hospitality and protection while you are under their roof. So keep that in mind if you partake as well as that not partaking can been seen as a threat or insult and the host has no obligations to protect you or show any other hospitality to you. The other is that I have noted several nature talismans around the place that point towards a person who reveres nature and not some bloodthristy hunter. Figured it was worth noting that our host appears to be peaceful sort of person and that any other actions from them can be considered out of character. Perhaps caused by grief. Perhaps by outside influence. He glances again at Doallyn and Racanna as if suddenly remembering something. Oh, people call me Shade. Nice to meet you. OOCTake 10 on all search checks for a total of 17 for both Perception and Search. Will buy Everbunring Torch for 110 gp and 2 alchemist fires for 20 gp each.
  14. Just to get some practice I added a couple of rolls to my last post. So to determine the maximum hits I can have for resisting a spell I use the Astral Limit, right? And is there any way to tell the dice roller that I can only have so many hits? Or do we just have to figure that out after the roll?
  15. I am not sure of exactly how hard this drone would be to spot. I will have to look it up. What I do know is that it is a minidrone about the size of a bug, like a dragonfly and it is made to look like a bug. Currently Luke is jacked in to it and so almost all of its checks are made using his stats. If he was to make a resist check vs the illusion, would it be Illusion - Mana or Illusion - Physical. He has a pool of 7 and 8 respectively. So the good news is he can't buy a success, he would have to roll. 😉
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