A storm over Tethyr (Inactive)

Game Master JohnLocke


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Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

since Marius told us we cannot track it, Hezar is going there, and Soren is going with him, just in case the hag went there. i figure the hag will either finish her off, or finish off lady stendarr


Marius will be going up with you, as well. Anyone else going up?


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Amestri looks at the corpses, horrified at what they hags had done. She comes back to herself on the reports coming in from the guards.

"I may not be able to heal, but I might be able to offer some amount of protection," she says, turning to Soren and muttering softly Romra Egam and touching him on the shoulder.

Mage Armor on Soren

She wanders over to the corpses of the hags and the snake wrapped around her arm, slides forwards into her palm and out towards the bodies, it's tongue flicks out to taste the air. "Also," she says, looking to Hezar, "My little friend has their scent. Perhaps he can assist in finding the other hag, one way or another."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

BOOM! Amestri FTW Looks like me, Soren and MArius to check Belina, the rest seeing how the hag got out of the cell, then to Lady Stendarr,

Can any of you cast message? That might help, in case either of us find anything?


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Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"I fear I was ill prepared for such treachery within the Lady's house," Matthias answered Hezar. "I have no spell to communicate with, but at the least I can try to heal the remainder of your wounds. After that, we must simply hurry to meet you again after checking the cell. Evaline, I trust you have alerted the household guards that there is an intruder who may appear as anyone they know?"

Channel: 2d6 ⇒ (1, 2) = 3

Well, THAT was helpful. :P I'm good with Hezar's plan of action. To the cell! *capewhoosh*


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Aye. Hag wants to lead us on a merry chase, then she'll get her exercise outrunnin' my blade."

A-team on the case. Let's roll.


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

"I am afraid I do not have that ability," Amestri says. "Perhaps, if we find something of note, we can send two runners to you to deliver the message."

Cell it is. Don't know if Hag's have the same-ish kind of smell, but I figure the viper has taken a whiff of both of them here, it might recognize the scent of a third (consider it a "familiar" odor). It only has a +1 (from WIS) to track, but since it's so soon, the DC should be low enough for take 10s. Here's hoping!


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Landon spends his time examining the bodies as well as the rest of the room for clues as well as any sign of the necklace.
Perception +7 taking the twenty
When the rest discuss splitting up and checking things out, "I'm not done here yet, you can go on ahead though. I'll see to the lady Stendar when I've finished."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

the necklace was found in belinas pack...we assume planted


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Im looking for stuff linking the necklace to the hags and not Belina, like stray links or other stolen items.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

yeaahhh what up inquisitor!


Male Moon Elf Magus (Bladebound, Kensai) 3

Soren nods appreciatively to Amestri and Matthias, in turn. "Thank you for the girding and you for the mending. My own magics are all but exhausted, but I won't waste any more of our time. Hezar, let's away!"


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin keeps up as best he can with his shorter legs. "I'm no hand at trackin' now lads, but if you'll find 'em, I'll flay em."


@ Downstairs people:
The scene in the prisoner lockup is sombre; a young guard lays on the floor near death, his face and body clawed very badly. His skin has taken on a blue pallor; and his flesh is almost as cold as ice.

Another guard, a young woman, speaks as you survey the situation. She ... it ... lured him into the cage by feigning illness. It then fell upon him like a fury, clawing and slashing, before making it's way up the stairs. She looks down at her friend, worry in her eyes. Can you help him? He looks like he is almost gone.


@ Upstairs people:
You reach the Lady's drawing room; no guard stands outside, and the door is unlocked. You enter; Belina lies sleeping in the large, four posted bed. As you enter, she stirs a little in her sleep before waking, eyes a little droopy. Hello? Who is there? she asks, shielding her eyes from the light with her small hand.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

DM/Belgrin/Soren:
Something has happened and we needed to make sure you were safe. Stay inside, and lock and barricade the doors and windows. I will be back for you soon I promise. You may let Angie in if she comes.

We have to get guards posted here and get to the lady.

Hezar moves on when he hears the door lock, he grabs the first person he sees. Go get to guards to this door NOW! Then find Angie and have her bring Apollo to this room and stay with Belina.

Assuming no one says anything else, Hezar will move to the ladies chambers.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

dungeon group:

Matthias knelt by the young man hurriedly, placing his hands on the wounds with a prayer to Helm. "Be at ease, friend. What is your name?" he asked, just to keep the man conscious. He hoped to save the young man's life, first and foremost; if he could do that, there were questions to be asked.

Channel to heal: 2d6 ⇒ (1, 2) = 3 Man, the dicebot hates me. DM, does it look like another channel will help, or is he too far gone? Afraid I can't do much about any Str drain...

EDIT: I just realized you didn't say he was awake, just alive. Erm... oops? Then Matthias won't talk to him. He'll channel again if it looks like it could bring him around.


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Downstairs:

Amestri watches as Matthias channels the power of his god, hoping that it is enough to help the poor injured guard. She then looks down at her familiar, coiled around her arm, transmitting her sense of urgency and her desire to find the 'woman' who did this foul deed.

WIS check Scent, take 10: 10 + 1 = 11

For reference link:Scent


@ Downstairs people:
Matthias' channel will stabilize the young man, but another will be needed to bring him back to wakefulness. His strength damage will heal in time, but that magical healing is going to prevent him from bleeding out :-)

With regards to tracking by scent: these Hags have a constant "pass without trace" effect active. They cannot be tracked by nonmagical means, meaning that finding this creature will have to be done the hard way.


Upstairs people:
Belina smiles reassuringly at your words. Don't worry, my friends, everything is fine here, I'm perfectly safe. The window to the outside is shut and locked, so aside from the door there doesn't look to be any other way in or out.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

upstairs:
well I will feel better with you guarded, and someone with you and Apollo.

Sense Motive to see if Belina is hiding someone in the room, or teying to let me know something 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

We are going to come in and take a quick look around. Hezar keeps the loaded crossbow out, but pointed away from Belina.

PErception 1d20 + 8 ⇒ (15) + 8 = 23

once word is sent Hezar moves to Lady Stendar's quarters.


@ Landon:
You go through the room carefully. Ariael's equipment is still here, as are Hannah's possessions - a search of Hannah's bag doesn't turn up much of interest. But hidden under the bed are a number of valuables - jewellery, silverware, that sort of thing - as well as a pouch of coins, owner unknown.


Female Sun Elf Rogue 4

Downstairs People:
"So we've got a horrific monster that can change her shape to anything on the loose and our ranger.. the only one of us who can really track things, isn't here."

Janiries sighs and puts her hand on her forehead, looking thoroughly unimpressed. How do guards keep falling for the 'I'm ill, please help me' trick. You'd think that would be the first thing they'd teach guards to avoid!

"I doubt that this thing would be walking around as one of those monsters, so we'll need to check everyone we see."

Did the Green Hags bleed normally? Red blood?


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Downstairs:
"Although these hags seem to be able to move around without leaving a trace of their passage, I am doubtful that they would be able to hide their scent if they were nearby, whether they be disguised or invisible," Amestri says, stroking her viper under the chin before looking at Janires. "Yet you seem to have it aright, we must try to follow where she went and examine any that we meet."


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

DM:
if the guard is still here he will show her, otherwise he will summon one of the guards to guard the room and request to see Lady Stendar


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

downstairs people:

Channel: 2d6 ⇒ (3, 5) = 8

Matthias looked up from the poor guard to the other guard with a kindly smile. "I think your friend will be all right, in time. Please take him to be seen to when we are done here, and I will return when I can to provide Helm's healing for him."

Turning to his companions, he said, "It will be futile to search all the house and grounds - the creature might disguise itself as someone we had already seen the moment we left it alone. What we need to do is find out why it came here. Then we will know where it is headed, and be able to head it off. Our only other option I can see is to guard Belina and Lady Stendarr, and hope no one else is its target."

Is the fallen guard awake again? If so, Matthias will ask what he can remember, every detail.


Female Sun Elf Rogue 4

Downstairs People:
"Did I miss something? Cause frankly, why would this monster target Belina? If anything, they've targeted, and rather horrifically killed, people who had problems with Hezar and Belina."


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Downstairs people:
Matthias shrugged. "I'm only guessing. Apart from yourselves and the Lady herself, Belina is the only one to stand out among those here due to her trial. Unlike you, she and the Lady do not seem so... ah... well-prepared for violence. Also, she is the only other person besides Hezar who has been targeted by your fallen friends. But if you know of anyone else this foul creature may prey on, I'm open to all ideas. Perhaps it will seek vengeance for the two we slew, instead. Or maybe it has already fled."


@ Upstairs people:
Belina tries to smile reassuringly. Don't worry, my friends, everything is okay! If there is danger, I'll just lock the door after you.

@ Hezar: Something seems off about the way Belina is speaking to you ... she seems less familiar with you than two lovers should be. And no hug, or warm words of welcome? Odd....


@ Downstairs people:
The guard starts into wakefulness. While still cold and weak, his wounds are healed and at least he will not bleed to death.

The old woman - the one Landon found with the makeshift shrine to Shar - apparently feigned illness. As she seemed no more than a helpless old woman, the guard responded, and was quickly fallen upon by wicked claws! She turned tall, green skinned and very meanacing .... though fortunately he lost consciousness quickly.

Perception DC 20:
This guard looks very familiar ... wasn't he just upstairs? And sent to guard Belina's room?


Female Sun Elf Rogue 4

Perception Check: 1d20 + 8 ⇒ (16) + 8 = 24

Downstairs People:
Janiries, moving over to Matthias, whispers to him and the group, though keeping the two guards out of hearing range.

"Can you check him to see if he's.. you know, human?" Pointing down to the wounded guard. "As I think he was the guard who came upstairs to warn us about this thing, then got sent to guard Belina."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Upstairs:

Belgrin, Soren can you come help me secure the windows? I will be worried if I am not certain.

As the others come in, Hezar closes the door. Belina, would you set my pack down for me.

Bluff to send message to Belina "place my pack opposite the threat" 1d20 ⇒ 19


Female Rakshasa-spawn Eldritch Kapenia Dancer 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | darkvision 60', perception +
Dailies:

Downstairs:

Amestri approaches the wounded guard, looking at him closely, her familiar's tongue tastes the air nearby. "I don't suppose you have a twin?" she asks the guard.

Would Scent allow for the viper to effectively "see though" a disguise by the Hag? Pass Without Trace stops following, but Scent should help if it's within 30' (by "detecting opponents")? Maybe not directly, unless it's within 5' (to pinpoint), but still find, right?

Turning back to the others, "We may want to get up to Belina's room as soon as possible. She and Hezar may be in trouble."


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

upstairs:
Belgrin moves to check the windows, leaving his maulaxe on his weapon cord. First time I seen her sit still when he walks in. Guess they had enough of each other for awhile, heh.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

downstairs group:
Matthias leapt to his feet, drawing his sword. "Holy Helm, you're right! I think that guard was the monster! Miss," he called to the guard, "take care of your friend!"He nodded to Janiries and Amestri and bolted for the stairs.

Those wounds didn't look fake, I think, so we'd better get up there fast!


Male Moon Elf Magus (Bladebound, Kensai) 3

Soren enters with his blade clearly drawn and a look of wary suspicion painted over his face. Before he moves to the windows, he pauses, pulling out a handful of the kitchen flour he suggested they retrieve. He then addresses Belina.

"Milady, I suggest you cover yourself momentarily with a sheet. I'm afraid I must secure the room from anything magically cloaked."

Presuming she complies, he'll dust the room. Also casting Detect Magic for good measure.


Downstairs people:
The young guard definitely smells human. I've no twin, nor siblings of any kind, my lady. Why do you ask? He says this in response to Amestri.

Is everyone headed upstairs?


@ Upstairs people:
Belina's eyes narrow a little as the four of you (and Tethys!) come into the room. Put your pack down? Why would I wish to do that? I'm sure you can do it yourself, my friend. Belina smiles, though not the warm, loving smile you remember...

Tethys sniffs around the room a bit then trots over to the bathroom door. He stands up and tries to open it, scratching with his long claws when it refuses to budge. He definitely wants in there!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

upstairs:
Belgrin stops and eyes Tethys scratching away, cocking an eyebrow at the odd behavior. "What's the matter, cat? Forgot to go outside before we went on our little hunt?" He then snaps his maulaxe back up into his hand and moves to one side of the door, motioning to Soren to flank the other side as he prepares to open it.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Upstairs:

Hezar takes one more look at her, closely at the smile. Pereption 1d20 + 8 ⇒ (6) + 8 = 14

My love. If I am wrong I am so sorry. But I do not think I am wrong. You are NOT Belina.

Hezar steps back raises his crossbow and fires at Belina...who might be the hag. [/b]

light crossbow vs FF 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 for 1d8 + 1 ⇒ (6) + 1 = 7


Female Sun Elf Rogue 4

Downstairs People:
Well, Janiries is running upstairs to Belina's room.. I assume the rest are following!


Male Moon Elf Magus (Bladebound, Kensai) 3

After his flour ritual, Soren flanks the door with Belgrin per his suggestion. Aelovar thrums with battle-lust in his grip, eager to spill more crone blood.


Upstairs people:
Belina seems mystified by Soren spreading around the flour in an attempt to find invisible foes. As she turns to address you, she shrieks in pain and rage as your crossbow bolt pierces her chest. Slowly, the image of the woman you love melts away, replaced by a hideous Green Hag, it's feature distorted by hate.

My sisters lay dead at your hands, scum! I sought to strike at those you care about - your pretty little Calishite girl took quite a beating before darkness finally took her! I shall send all of you into oblivion to follow her!

Initiative!!!
Hezar:1d20 + 4 ⇒ (8) + 4 = 12
Belgrin:1d20 + 1 ⇒ (18) + 1 = 19
Soren:1d20 + 5 ⇒ (4) + 5 = 9
Green Hag:1d20 + 1 ⇒ (10) + 1 = 11

So order is Belgrin, Hezar, Green Hag and Soren. I'm going to cut corners and re-use the previous map - I know, I know - but it's easy and fits the size of the room I had in mind. Link coming shortly. Also help won't begin to arrive until round four, so good luck!

EDIT: Forgot Marius and Tethys! You guys really have her outnumbered, killing her should be easy, right? :-)

Marius:1d20 + 1 ⇒ (13) + 1 = 14
Tethys:1d20 + 8 ⇒ (11) + 8 = 19

So corrected order is Belgrin, Tethys, Marius, Hezar, Hag, Soren.

EDIT: Map link is here. Dragon Age 2 style map reuse now in effect! You guys can place yourselves in columns D and E.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Treasure the last moments of your worthless life b#@%# Keep my firing lane clear!

I know I am posting out of order, but most of us beat her init

Hezar takes a step back and then reloads and fires again.

1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for 1d8 + 1 ⇒ (3) + 1 = 4


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

So was I able to get anyone or does no one hear me?


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin is shocked at the weapons fire, but only for a moment. "Shapeshifter, eh? I guess ye hags like to live dangerously. Let's see if ye like to bleed."

Belgrin moves across the room, climbing onto the bed to make a straight line to the hag.

Not sure if the bed counts as terrain or whatnot. If I need an acrobatics check or something to cross in one turn and still melee, then here it is.
acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18
And assuming I get to attack, a roll for that as well.
attack: 1d20 + 6 ⇒ (12) + 6 = 18
slashing damage, if hit: 1d8 + 3 ⇒ (1) + 3 = 4
Traitorous dice.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

she sould be FF so you prob hit. Also the bed might also be higher ground so +1 to hit I think


Upstairs people:
I think moving across the bed would actually count as difficult terrain - unless it was a super-firm mattress or something? That acrobatics roll was fairly stout, however, so I'm going to rule you were able to get across and strike. Also, not going to count the bed as giving you a +1, but the Hag is flat footed, so you do hit!

Belgrin strikes a glancing blow at the Hag, drawing a little black blood from it's shoulder!

Tethys circles around to J6 in order to prepare a pounce on the Hag.

Marius begins chanting, preparing to cast a spell.

Hezar is up next!

Downstairs people: a fight has broken out! You will arrive on scene at the beginning of round four.


@ Landon:
There are no guards left in the room - everyone has been dispatched to some task or another. Two guards stand outside the Lady's room when you arrive; one ducks inside to announce your arrival. When he returns, you are invited in.

The Lady sits on a chair by her bed, looking tired, but still lovely. Evaline stands close to her, hand on her sword watching everyone, even you, closely.

Good afternoon, Sir Landon. How may I help you? asks the Lady, her face calm and composed.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I posted out of turns earlier, reposting :)

Treasure the last moments of your worthless life b#@%# Keep my firing lane clear!

I know I am posting out of order, but most of us beat her init

Hezar takes a step back and then reloads and fires again.

1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for 1d8 + 1 ⇒ (3) + 1 = 4

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