Jump to content

RedRajah

Members
  • Posts

    611
  • Joined

Everything posted by RedRajah

  1. Urd nodded, taking in the sheer majesty of this fortress. Dwarves built things to last. To be practical instead of beautiful -- but there was pride in this architecture too. And the sound of running water was calming. But the buzzing sound was odd. Urd's brow furrowed to see if it was some sort of natural phenomenon....
  2. This was Peter Gabriel's "Digging In the Dirt" (from the 90's). Giving the next song for anyone who wants to take it.
  3. Geist (Eleanor Wrigley) OCV: 7 | DCV: 7 | Stun: 20/20 | Body: 16/16 | End: 26/30 | Conditions: invisible| Skill Levels: none applied ====================== Sweet! Fear my 1337 skillz! One benefit of being invisible (and thinking to yourself) was that there was no one to see your embarrassing use of outdated slang. Still, Eleanor could breathe easier now that two of the gunmen were obliviously neutered for the time being. Okay, maybe not literally breathe easier, but at least Alsworth and the beggar were in less danger. Less though. Not totally. She considered maybe trying to whisper in the detective's ear and let him know she was here to help, but that might lead to Awkward Questions and right now was NOT the time for them. Instead, Eleanor floated over towards the van that had crashed a hole in the bank and considered her options. OK, that guy seems distracted by the fact his buddy took a Volvo to the knee. Turn his gun off first, then we see about stealing the keys to the van... Strat More fun with TK! Moved token already on Roll20. TK/w Fine Manipulation to turn the safety on Thug 8's gun. If, by some miracle, I roll well again, try to do it to Thug 4 as well.
  4. Right, let me at least make it to the chorus before revealing... Something in me, dark and sticky All the time it's getting strong No way of dealing with this feeling Can't go on like this too long This time you've gone too far This time you've gone too far This time you've gone too far I told you, I told you, I told you, I told you This time you've gone too far This time you've gone too far This time you've gone too far I told you, I told you, I told you, I told you Don't talk back, just drive the car Shut your mouth, I know what you are Don't say nothing, keep your hands on the wheel Don't turn around, this is for real [REDACTED] Stay with me, I need support I'm [REDACTED] To find the places I got hurt Open up the places I got hurt
  5. Since Urd took 20 on the search pretty sure the door is safe for Daraunt to open...
  6. Is the key on our side of the door?
  7. Something in me, dark and sticky All the time it's getting strong No way of dealing with this feeling Can't go on like this too long This time you've gone too far This time you've gone too far This time you've gone too far I told you, I told you, I told you, I told you This time you've gone too far This time you've gone too far This time you've gone too far I told you, I told you, I told you, I told you Don't talk back, just drive the car Shut your mouth, I know what you are Don't say nothing, keep your hands on the wheel Don't turn around, this is for real
  8. Something in me, dark and sticky All the time it's getting strong No way of dealing with this feeling Can't go on like this too long
  9. I rolled an 18 in my earlier thread when trying to use the computer...
  10. Urd's grimace never wavered. Not even when the shaman crumpled to the floor like a puppet without its strings. "Maybe all these scum were used to was attackin' merchants and farmers. If they allowed themselves to be led by an ogre, strategic thinkin' might not be in their wheelhouse." But they had also been fighting smart in their own right. Finding that secret passage to the archers' nest had been a godsend. And closing the chimney, drawing another patrol outside from earlier, had been key. For their numbers, these orcs really hadn't been well organized. Still, Urd kept her senses up on high alert. Vanleaf's concerns were valid. And this was only the first level of the fortress... Actions Taking 20 on Search/Spot/Listen +2 to Search for anything odd about the stonework.
  11. Have a Cigar -- Pink Floyd
  12. Well, it could be The Two Jakes...
  13. Geist (Eleanor Wrigley) OCV: 7 | DCV: 7 | Stun: 20/20 | Body: 16/16 | End: 30/30 | Conditions: invisible| Skill Levels: none applied ====================== HOLY [BLEEP]!!!!! Guns -- LOTS of guns! Not (as far as Eleanor knew) that they could hurt her, but if she didn't play this smart, an innocent bystander might join her in the Afterlife. Or one of these creeps might end up there too. And that could be problematic in its own right. It didn't help that there was one of those obviously overcompensating thugs RIGHT next to her. Thankfully, keeping herself invisible shouldn't be too much of a problem, but she had to do SOMETHING. Scaring the guy might cause him (or one of his buddies) to fire off prematurely. Maybe if she grabbed his gun... ... ... ... ...no, grabbing would be a BAD idea. Buuuuut.... That's a . Which means it should have a safety. Eleanor might not have gotta a lot of fan mail when she still had her podcast, but there was one thing she could annoyingly count on. Get a detail wrong about firearms and the gun nuts would flood her inbox to complain. Neutralize the gun like that and this creep wouldn't be none the wiser. At least for a few moments. Maybe. Hopefully. Strat Using TK w/Fine Manipulation to switch on the gun's safety. Targeting Thug 6. Or Thug 7 if 6's the one getting hit by the Volvo...
  14. Eleanor doesn't (since she's new to the whole Hero Biz) -- that being said, "Geist" is a more intimidating handle than "Eleanor".
  15. What generation of vans are these (ie are there any electronics in them that can be dispelled that will prevent them from moving)?
  16. An enemy spellcaster. Urd's eyes narrowed in a steely gaze as she entered into the chamber and let an arrow fly towards the so-called "shaman". She hoped Daurant could endure whatever evil she had in store (not to mention those rats) while the rest of them finished her and her bodyguards off. Dumathoin, guide my arrow! Actions Moved 10ft to activate Skirmish (made move on Roll20). Is not near the rats. ;) Shooting the shaman w/shortbow (Favored Enemy: Arcanists is in play) Statblock [URL=/sheets/?id=2730594][B][SIZE=+1]Urd Dóttir til Manngi [/SIZE][/B][/URL] F N Deep Dwarf Scout2/Ranger1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 1, [B]Base Attack Bonus[/B] 2 [B] MW Shortbow (40) [/B] +5 (1d6, x3) [B] MW Dwarven Waraxe [/B] +5 (1d10+2, x3) [B] Mithril shirt[/B] (+4 Armor, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 [B]Condition[/B] Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. F N Deep Dwarf Scout2/Ranger1, Level 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 16, Fort 5, Ref 7, Will 1, Base Attack Bonus 2 MW Shortbow (40) +5 (1d6, x3) MW Dwarven Waraxe +5 (1d10+2, x3) Mithril shirt (+4 Armor, +2 Dex, +2 Misc) Abilities Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 Condition Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it.
  17. It is not (Deathtrap, that is).
×
×
  • Create New...