Those Who Walk in Blood (Inactive)

Game Master Stalwart

The Missions of the Red Mantis Assassins

Emeraldvale

Courthouse


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... But please wipe your feet. This is new carpet.


Welcome!

Know that you have been deemed worthy to follow the path of Achaekek and the way of the Red Mantis!

Pop in and say hi to your fellow brethren! Finish your crunch and let me take a look at it. I might have a few questions, since there always seems to be some rule, feat, archetype or something that I haven't seen before. You might need to point me where I can find it. We can do that here, or over PM, if that's more your style.

I'm going to start this campaign off a little differently than I think most campaigns do. If you'll click over to the gameplay thread, you'll see your first target. What I would like for each of you to do is describe how you infiltrate the compound, overcome whatever obstacles there are, and get to poor Gaspar DuRayne. No dice rolling necessary, I'm giving you automatic successes, automatic failures on the guard's checks, etc. Only thing: you just arrive in the sanctum where Gaspar is -- he's in one of the pleasant, open courtyards -- but you don't get to kill him yet. We'll pick up the game for real once you're all there.

Think of it this way: you've created these characters to be very good at what they do. I've tried to select you to make sure there is as little overlap as possible. So this is where you get to showcase your skills. You want to bluff your way through the guards? Do it. You want to stealth your way in softly as a shadow? Done. You want to fight your way through a throng of guards? Go to town.

Still, don't go too overboard. Don't be too awesome that when the dice get rolling you make this look like an awful video game cutscene. Be competent, be good, but leave room for improvement. If you get a kick out of this exercise, I might repeat it after a level or two so you can showcase your new skillz.

I'm envisioning this to be like the intro to an ensemble show or heist movie. Introduce the players, showcase their skills, let the audience know who does what on the team. Oh, and I'd prefer you each show up separately.


Hey, first off, thanks for the selection. This looks fun. I need to mull over Kiddrik's approach to the opening scene, but I still need to get his profile up, too. I'll try to have it together tomorrow.


Female Kitsune Sorcerer 8 HP: 42/42 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +4 | Ref: +5 | Will: +6 | Init: +4 | Perc: -1 | Sense Motive: -1

Hi guys, its lovely to be here and thanks for the selection!


HP:38/38
Stats:
AC 20, T 16, FF 15 / Fort +3, Ref +10, Will +2 (+2 vs fear) / CMD 16

Checking in again here. I'll go look at gameplay. Don't know if I'll have time to post before I head to work though.


That's fine. Take your time. Be creative in your approach, both in the villa itself, and in how you overcome its obstacles.


Checking in and delighted to be playing with y'all!

Stalwart, have you made a decision about whether or not Weapon Finesse works with sabres?


It does if you're a swashy with slashing grace.


The Red Minister wrote:

Checking in and delighted to be playing with y'all!

Stalwart, have you made a decision about whether or not Weapon Finesse works with sabres?

Thanks!

As far as the Weapon Finesse thing, I'm going to try it out... One of my concerns was going TWF, maxing Dex, dumping Strength, and that would clearly outclass a Strength-based TWF. I have to limit it some way.

What I will rule is that the Slashing Grace bonus to damage only applies to one weapon (not both) when going with TWF. It'll apply to iterative attacks as normal, but the off-hand gets no bonus (while the Strength-based TWF gets 1/2, of course). Then, if you pick up Double Slice, you get to add half your Dex bonus to your off-hand.

Sound fair?


Also, Eben, it looks like you're using a 25-point build. I set this campaign up as a 20-point build.


DM Jelani wrote:
It does if you're a swashy with slashing grace.

LOL. You trying to make me jealous? :D Sadly, Swashy isn't in my advancement plans.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Hey gang, excited to be a part of what seems like a pretty unique game...and what looks like a great group of writers/roleplayers. I hope Mama Bess is as fun to play as I anticipate her being (mechanically and story-wise).

Every fanatic assassin cult needs a den mother, right? ;-)

Oh, and Eben, nice to get to play with you again. I was always impressed with your oracle in Fire Over Blackcrag.

Cheers to all!

EDIT:
Logistics of our first mission: Preferences on what time of day we descend on them?


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

Kage checking in. I'll fill out the profile tonight.


DM Stalwart wrote:
Also, Eben, it looks like you're using a 25-point build. I set this campaign up as a 20-point build.

Its a 20 pt build, but I used the Dual Talent alternate racial ability. But as I'm considering Kidd, I'll likely swap that back out (dropping his strength back down to 16). The one point of offensive oomph is negligible (and I don't see him as a bodybuilder type), whereas he's starved for feats and skills.

I should have a profile up some time this morning.

Mama Bess wrote:
Oh, and Eben, nice to get to play with you again. I was always impressed with your oracle in Fire Over Blackcrag.

Hey, Gyrfalcon, nice to see you made it, as well. Thanks on the Nic complement; he was a blast to play. I was just telling Stormraven a few weeks back that we should petition that DM to do a reunion game. Speaking of which ... something seems different about Big Al these days. She do something with her hair? ;P


Aha, I did not catch that. But that's a lot to give up. I look forward to your updated info.


Quick question - when we take down Gaspar, is it day or night?


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

If it's up to us, I say either right at noon or during the dusk hours.

Noon = making a statement, and that seems like the Red Mantis MO.

Dusk = practical choice, as the stresses of the day wear on and oncoming of shadows makes the hit easier.

Also, this is the profile I'll be building Kiddrik under. :)


Kiddrik is correct. Coordinate here and make your decision. And thinking on it, Kid and Red, if you wanted to tag-team your way in (since you have a joint background), be my guest. It might take more work, though, to make a smooth narrative. It's up to you.


Oh! Stormraven, I didn't catch initially that you player Lacsar. Great to play with you again as well!

...and yeah, I still have the original Big Al saved but I reused the alias for a game I considered-but-then-withdrew-my-application-from. ;-)


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

Perhaps the evening. Ad libbing, I suggested in my post that there would be a revel and later on all the staff will be exhausted. Perfect time to strike would be while there are still some guests so word of his most unfortunate demise can spread quickly. This is for show after all.


Re time of day, I'm cool with either. Looking at gameplay, Yamyra mentioned that DuRayne's 'enjoying the sun' in the courtyard and Kage mentioned evening so I suppose any choice will be consistent with either one or the other. ;-)


Also, I have the Inner Sea Magic book, which has a chapter on magic schools. The Crimson Citadel is included with some nice boons for those who enroll and accrue prestige points. I'll be happy to include that as an option for anyone who wants to do it


gyrfalcon wrote:
Oh! Stormraven, I didn't catch initially that you player Lacsar. Great to play with you again as well!

Good to see you again as well!

RE: Time of Day - I wasn't sure if the target was taking a moonlight stroll, getting his freak on amid the statues, or sunbathing... hence the reason I asked. I really don't have a preference - it just changes my approach. :)

Eben, do you want to tag-team on a dual intro offline or lone-wolf our approaches? I figure we could hash out a combo post of how we both enter together then split off briefly to 'do this and that' (in separate posts) with a meet-up at the target.


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

Kage has arranged for a number of ropes to be secured on the roof. Will help with entrance and exit should you like. Of course there's pleanty of other ways too :)


HP:38/38
Stats:
AC 20, T 16, FF 15 / Fort +3, Ref +10, Will +2 (+2 vs fear) / CMD 16

Near sunset is fine with me...


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9
The Red Minister wrote:
Eben, do you want to tag-team on a dual intro offline or lone-wolf our approaches? I figure we could hash out a combo post of how we both enter together then split off briefly to 'do this and that' (in separate posts) with a meet-up at the target.

Let's assume we were hired as a team, so our entry can be coordinated. Let's work it out offline. :D


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

DM Stalwart, other than gear and some possible little tweaks, Kiddrik should be ready for review.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Great, dusk it is.

Time to work; my gameplay intro post will have to wait a bit.


Eben and I figured out our plan and we'll be working on posts this evening. Apologies on the delay.


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

Profile updated. I changed my build slightly, choosing to get Power Attack at level 3 rather than Dazzling Display. I'll pick Dazzling Display up at level 5.


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

Soooo ... what are the chances the Red Mantises as an organization have a dedicated sign language? :D

... cuz that'd be killer-awesome. (and I just happen to have a language slot open)


I'll happily retask a language to 'Combat Sign Language'. :)


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

Sounds good :)


I'm fine with that.

Also, is anyone interested in the obedience-boon-lesser-greater ability thing that deities grant found in Inner Sea Gods? Achaekek doesn't have one that I've found, but I could create one if someone's interested. If no one is, I won't bother.


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

Excellent. I"m totally switching Infernal out for Red Mantis sign language.

The Red Language? Red Sign? Bloody Handspeak? Bloody Hand?


'Red Hand'? I kinda like the implication of blood without stating it.

I would definitely consider taking the Boon feat depending on the bennies.


Cool. I'll work on some ideas and post them. I'll also accept ideas, especially on the obedience. Achaekek has to have a pretty interesting obedience.


Hmmm... I'll give it some thought. I'll have to dig into Achaekek to see what seems right for him/her/it.


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

Secondarily, DM Stalwart, Kiddrik got those freebie blades, and—other than being points of pride for him—they don't do anything for him mechanically. What are the chances I could pay to have one be made of cold iron and the other made of alchemical silver?

At least then he's got a reason to ever draw one from its sheath (possibly).


I can live with that.


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

Excellent. I'll update gear shortly. Then I'm pretty much done.


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

I think I'll swap out infernal for the sign language. Seems like it could be really useful.

@GM Stalwart at the moment everyone has made pretty atmospheric infiltrations (this is cool) but we've all kind of done it in a bit of a vacuum. I kind of presume we know each other, but do we? Are we rivals or does the guild expect us to work together Mission Impossible style? (That would be super cool).


None of you know each other with the exception of Red and Kid. It'll be explained in short order, once Bess makes her entrance. But you're pretty much on target with the MI guess.

And I do like "Red Hand" as the name of the sign language. That's got to be one of those, "teach someone outside the order and you're dead, the student is dead, and anyone they've spent any time with since is dead" kind of things.

That stuff's cool -- the players taking part in the world-building. There's quite a bit out there on the Red Mantis, but there's so much room for exploration. I'm going to try and stick as close to the cannon as possible -- at least at first. For a mysterious, expansive organization, there's secrets upon secrets, and layers upon layers.

So I'm completely open with you introducing customs, traditions, and the like -- creating a real culture within the organization. Obviously, run any big ideas you might have by me.


The other cool thing about a secret sign language is it becomes another way to verify that some bozo wearing the mantis mask actually is a member of the group, not some yahoo who managed to kill a brother and take the mask.


M Human (Albino) | HP 68/68 | Resource Tracker | Stygian Slayer 8 | AC 20 T 14 FF 18 | CMB +10 CMD 26 | Fort +9 Ref +9 Will +6 | Init +2
Skills:
Acrobatics +12 Bluff +10 Climb +1 Disguise +10 Intim +10 Perception +12 Ride +12 Sense Motive +12 Stealth +12 Survival +12 (+4 to track)

Yeah that could come in handy in a moment, depending on how things go down!

Edit: I've just noticed that Crimson Assassin gets spell casting but it's CHA based. Was half tempted to go that way later on, but I didn't choose the right stats for that. Still Stygian Slayer is cool and gives the feel I'm after, so I'll probably stick with that.


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9

My thought on the Red Hand (and stormraven alluded to this earlier) is that it's more of a combat, rudimentary language. So no long, nuanced convos ... more like simple exchanges.

Thoughts?


A few odds and ends:

From Inner Sea Gods: "Clerics of Achaekek may prepare keen senses and negate aroma as 1st-level spells and spider climb as a 2nd-level spell."

Kiddrik:
How do you want to play Blackstone? I could run it, or you could play it yourself, with a different "voice." I see advantages both ways. I have always loved the idea of intelligent weapons, but I so rarely get to use them, both as a player and, for some reason, as a GM. Mainly, I feel they need to be part of the story, not just a thing that talks. Plus, I want them to have distinct personalities.

So I definitely like the possibilities of Blackstone, both as a class feature as well as something that could possibly create some intrigue itself thanks to your backstory. Let me know your preference.

I'm willing to dole out treasure in a couple ways, but I'd like to see if there's a group preference. There's not a whole lot out there that indicates that the Red Mantis loots the bodies of those they kill. So I'm going to say that there's a few different philosophies within the faith on the topic. Some would view looting disfavorably, a distraction from the sacred act at best and an corruption of the rite at worst. One cannot exhibit the single-minded focus of Achaekek while worried about what kind of treasures the targets carry.

On the other hand, there are those that believe a wealthy corpse is a blessing; a reward offered up after the ritual is complete. Taking trophies and treasures is a way to relive the act when between contracts, and to continue to revere He Who Walks in Blood. Furthermore, the treasures plucked off the corpses are a good source of funds for the Red Mantis.

Both philosophies are valid, and thankfully the faith has not suffered a schism, though only through strict control by the Vernai.

In game terms, what this means is that you will be paid and offered treasures by the Order if you choose not to loot the bodies, and you shouldn't have to worry about WBL issues if you pass up the uninteresting +1 short swords or +1 cloak of resistances, etc., that I've outfitted the NPCs. You give me the requests, and I'll do my best to accommodate.

Or, you can choose to loot and equip yourselves with the goodies that are worn, or sell off knowing that you'll have black market dealers and fences available through the Red Mantis's network.

Think about it, let me know your preferences.

EDIT: About Red Hand: Kiddrik, that seems right, although I'm sure it's pretty well developed after hundreds of years. But ideally, it would only be used sparingly, for "business"-related purposes.


DM Stalwart wrote:
"Clerics of Achaekek may prepare keen senses and negate aroma as 1st-level spells and spider climb as a 2nd-level spell."

Sweet! More spells are better.

Regarding the 'loot options', from a practical standpoint, I imagine the plan will be to kill the target and get out clean. Looting slows down the getaway. So I'm in favor of not looting the corpses... with the exception of infrequently grabbing a single obviously tasty DM-planted item. So if the target has been hammering us with a wand of Meteor Swarms, we could snatch that on the way out.


Female Kitsune Sorcerer 8 HP: 42/42 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +4 | Ref: +5 | Will: +6 | Init: +4 | Perc: -1 | Sense Motive: -1

Seeing as Eris isn't in this for the "money", so long as the party is equipped within WBL range than I'm ok with no strictly "looting". I'm fairly certain I read somewhere that the Red Mantis does take items that are extremely rare or unique (which they place in private shrines / grottos as informal tributes to Achaekek) and this is potentially the philosophy I see Eris adopting but then again, I'm willing to go with whatever the rest of the party feels most comfortable with.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Sorry not to be able to post yet, gang. I'll have my intro written tonight!

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