Those Who Walk in Blood (Inactive)

Game Master Stalwart

The Missions of the Red Mantis Assassins

Emeraldvale

Courthouse


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Red:
After being rebuffed by the merchant, Red lingers a bit and manages to overhear the fellow discuss with several others about obtaining a large shipment of foodstuffs bound for the citadel. He grumbles a bit about prices being raised in anticipation, and is worried about having enough foodstuffs for the Enclave.

I'm going to need to know who goes where. This might be a difficult thing to coordinate. I'm still learning how best to do this myself, and am completely open to suggestions.

I'm going to try this: If these two missions are going to be taken at the same time, then I'll spoiler the two missions and you can declare which mission you are undertaking. To save time, as soon as three have volunteered for one mission, it'll be assumed that the others are undertaking the other mission.

For the sake of brevity, each of these "side missions" will be essentially skill challenges. Success yields the mission objective, but failure might mean combat, or some other possible setback. I'll have to get creative. :)

Tunnel Mission:

To locate Kulvayne's Lament: Knowledge (geography) DC 15 or Survival (tracking) DC 22. Each check adds 1d3 hours to the mission.
Once that is successful, a DC 24 Perception check will locate the redoubt. Each check adds 1 hour to the mission.
Once successful, everyone in the mission must make a Stealth roll versus the redoubt's Perception (which I will roll).
Every hour on the mission means a chance for a random encounter/complication.

Paravicar Wren:

To set up a good location for surveillance, a DC 14 Knowledge (local) or a DC 20 Perception check. Once successful, this will enable you to observe her for 1d4 hours
To follow the Paravicar as she moves from place to place with her retinue, a DC 22 Stealth or DC 18 Disguise. If successful, this will enable you to observe her for 1d3 hours.
To learn what business she has conducted while in Egorian, a DC 16 Diplomacy or DC 22 Perception.
Each hour of surveillance will yield information, as well as learning her business.


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

Eris doesn't appear suited to either mission, so will likely attempt to infiltrate the records after first updating everyone on what she has learnt.


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

Going on Paravicar Wren

Take 10 on perception for a 19, hoping for an assist from someone.

Take 10 on stealth to follow her for a 26.

Take 10 on the last perception check for a 19 as well, hoping for an assist to get to 22.


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

Myra's plan is solid and I aiding her (+4) could make it an auto success at each perception check. (No need for me to roll since I have +10 Perception).
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On the other hand (perhaps not surprisingly, as resident skill monkey) Mama could alternately take 10 on Know (Geo) to find Kulvayne's Lament in one try. She could aid +4 someone in finding the actual tunnel in one hour (e.g. aiding Red's +11 Perception finds it in one hour).
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The part that seems toughest, frankly, is the opposed stealth checks vs some unknown perception once the team finds the Tunnel. That makes me think that mission might make sense to be only the stealthiest of us. I’m not sure what buffs y’all can do (and for how long) but assuming no buffs, Myra’s 16 and Bess’s 14 (+4 & the ability to hide without cover, for up to 30 minutes with a Blend extract) are a good bit better than the rest of the party. (Kidd has +10 (or +11 if it’s hilly), Red has +10, and Kage has +8).
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All that makes me think maybe Myra and Bess might be the best choices for finding and investigating the tunnel.
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In the end though, I'll happily go on either mission.
.
Incidentally, I agree with Eris that realistically anyone lacking the skills should decline to go on either mission (and again, like her idea of an alternate bluff/disguise mission for her at the hall of record).


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

Myra's plan is solid and I aiding her (+4) could make it an auto success at each perception check. (No need for me to roll since I have +10 Perception).

.
On the other hand (perhaps not surprisingly, as resident skill monkey) Mama could alternately take 10 on Know (Geo) to find Kulvayne's Lament in one try. She could aid +4 someone in finding the actual tunnel in one hour (e.g. aiding Red's +11 Perception finds it in one hour).
.
The part that seems toughest, frankly, is the opposed stealth checks vs some unknown perception once the team finds the Tunnel. That makes me think that mission might make sense to be only the stealthiest of us. I’m not sure what buffs y’all can do (and for how long) but assuming no buffs, Myra’s 16 and Bess’s 14 (+4 & the ability to hide without cover, for up to 30 minutes with a Blend extract) are a good bit better than the rest of the party. (Kidd has +10 (or +11 if it’s hilly), Red has +10, and Kage has +8).
.
All that makes me think maybe Myra and Bess might be the best choices for finding and investigating the tunnel.
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In the end though, I'll happily go on either mission.
.
Incidentally, I agree with Eris that realistically anyone lacking the skills should decline to go on either mission (and again, like her idea of an alternate bluff/disguise mission for her at the hall of record).
Skill Check Aid Another Rules wrote:
You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.)...

That being said, if we're better for the Tunnel mission, let's do that instead.


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)

If Kage is going to be a liability on the Skill checks he'll stay behind, while he can cast invisibility 1/day it only lasts a few minutes at best. Lets hope you don't need his backup however.


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

Mama wakes before the dawn and sets about in the kitchen, preparing some muffins for her fellow Mantises. When Myra rises, she leaves a note with the muffins that says 'Stay Safe' and then the two halflings take off in search of the tunnel.

Due to her expert sense of geography, Mama leads them to the general area in just two hours, at which point she focuses her effort on assisting the younger halfling in searching for the redoubt itself.

___________________

Take 10 on know (geography) for 17 to find Kulvayne's Lament inhours: 1d3 ⇒ 2
Aid perception to find the redoubt: 1d20 + 10 ⇒ (17) + 10 = 27 Take 10 on know (geography) for 17 to find Kulvayne's Lament in
Aid perception (if another hour is needed): 1d20 + 10 ⇒ (1) + 10 = 11 Take 10 on know (geography) for 17 to find Kulvayne's Lament in
Aid perception (if another hour is needed): 1d20 + 10 ⇒ (5) + 10 = 15 Take 10 on know (geography) for 17 to find Kulvayne's Lament in
Then take 10 on Stealth for 10+14+inspiration: 1d6 ⇒ 2= 26

...depending on what we find I might want to go in further (possibly using Blend) but I'll wait to hear what happens (and how you want to progress) before continuing.


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)

Is there anything I can do to help move this along? :)


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

Perception for redoubt: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Perception for redoubt: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30

Even with Mama's assistance, it takes Myra a while to find the redoubt. The place is well hidden, and there is a lot of ground to cover. Eventually the halfling assassins' sharp eyes pick out the structure.


@Kage: You could always take part in one of the missions, but hopefully things will pick up now.

Tunnel mission:

1d100 ⇒ 59
1d100 ⇒ 84
1d100 ⇒ 10
1d100 ⇒ 89
After locating the spire of rock known as Kulvayne's Lament, the two halflings then start a search pattern to locate the redoubt. In the first hour, they creep through a particularly dense tangle of forest.
Mystery stealth: 1d20 + 16 ⇒ (9) + 16 = 25
Bess Perc: 1d20 + 10 ⇒ (4) + 10 = 14
Myra Perc: 1d20 + 9 ⇒ (13) + 9 = 22
Suddenly, a large mass of vines rises up and lashes out at them.
B-1, M-2: 1d2 ⇒ 1
Surprise attack: 1d20 + 11 ⇒ (6) + 11 = 17 The first vine flails out at Bess but misjudges her height and just misses.
Plant creature's Initiative: 1d20 ⇒ 5


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

Myra curses as part of the forest animates to kill her and Mama. "Not today, viney," she quips. Yamyra tumbles over to the vine and leaps onto it, trying to restrain all the vines.

Acrobatics to avoid AOO: 1d20 + 9 ⇒ (5) + 9 = 14
Grapple check: 1d20 + 12 ⇒ (18) + 12 = 30


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

Mama steps behind Myra and lashes out with her whip, attempting to whip any vines away from her fellow assassin.

_________________

Stnd Aid to Hit +4: 1d20 + 8 ⇒ (2) + 8 = 10
Move Aid AC +4: 1d20 + 8 ⇒ (6) + 8 = 14

If Myra's attacked:
Mama will use Bodyguard to interfere with up to 5 attacks, granting an additional +4 to AC:
AoO Aid AC: 1d20 + 8 ⇒ (14) + 8 = 22
AoO Aid AC: 1d20 + 8 ⇒ (8) + 8 = 16
AoO Aid AC: 1d20 + 8 ⇒ (10) + 8 = 18
AoO Aid AC: 1d20 + 8 ⇒ (9) + 8 = 17
AoO Aid AC: 1d20 + 8 ⇒ (18) + 8 = 26


Plant Monster's Grapple: 1d20 + 16 ⇒ (14) + 16 = 30
Constrict: 2d6 + 7 ⇒ (2, 1) + 7 = 10

Even though Bess's whip cracks several times to aid the halfling grappler, the plant creature's large size and two ropey tentacles manage to reverse her hold and constricts her airways.

Knowledge (nature) DC 16:
This is a shambling mound, an ambush predatory plant creature. Very tough, but slow.


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)

Those things are nasty, you'll probably need some help unless you can escape. Perhaps Kage decided to follow anyway in case of trouble and will be there in a few rounds?


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

Yamyra ignores the fact that she's being choked and tries to regain control of the grapple.

Grapple check #1: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17
Grapple check #2: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25
If the first one was successful, the second one deals 1d6 + 5 + 2d6 ⇒ (2) + 5 + (2, 6) = 15 damage. If not then I hope it rolls badly on its grapple check next round.


@Kage: I'll allow it.


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

Know(nature): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (3) = 16

Ugh! That thing seems to be able to outchoke our star choker...time to switch tactics!

"Myra, this thing isn't our target -- it's a shambling mound, slower than us but I think much tougher -- try to get away and we can outrun it!"

Myra what do think about -- if you make your a single CMB check next round -- retreating? I can give you +8 to AC vs AoOs. We'd want to run in a direction

If Myra wants to retreat:

Stnd: Aid Grapple: 1d20 + 2 ⇒ (11) + 2 = 13
Move: Aid AC: 1d20 + 8 ⇒ (19) + 8 = 27
AoO: Aid AC: 1d20 + 8 ⇒ (12) + 8 = 20

...and (in order to protect against it charging us) we'll need to retreat in a direction that it can't charge, e.g. over a patch of difficult terrain (fallen log) or around a 'corner' of thickets

If we're playing that Kage suddenly shows up:

I'll use those roles to give:
1: still +4 to CMB to Myra
2: Kage +4 to hit with his first blow
3: Kage +4 to AC


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)

Earlier from his tiny attic room, Kage watched Mama Bess and Yamyra set off on their scouting mission. For some time he paced back and fourth before mattering, "This is useless I'm more taught than a coiled spring, I have to do something."

Out of habit he hastily donned a disguise from some secondhand Shepard's clothes he'd bought. It wouldn't pass close inspection but it would work at a distance, probably.

Disguise: 1d20 + 6 ⇒ (4) + 6 = 10

Kage left the city by a circuitous route, with the beginnings of a plan, 'I'll keep an eye on them, in case things go sour. I know roughly where they are going, it should be easy for me to find them.'

Kage soon found a suitable vantage point, behind a gnarled tree on a low rise, and settled down to watch (taking 10 or even 20 on the stealth check).

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Half an hour later, Kage is still scanning the horizon thinking, 'Ok this is not so easy, they could be anywhere.'

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
An hour later Kage's ears prick up, hearing a distant thrashing in the bushes. 'What's that? I'd better go see.'

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Kage attempts to set off stealthily, but he'd been sitting still for so long that his left leg had gone to sleep and he nosily snapped a branch. An oath escapes his mouth and he inwardly cringes thinking, 'Master Brinn would thrash me black and blue for being so careless.'

Abandoning stealth Kage decides to get there and puts on a burst of speed only to see Yamyra dangling upside down, chocking from an animated vine while Mana Bess desperately tries to free her. Kage takes a moment to study the strange opponent and decides to try and free her, but the plant has a stubborn grip on her.
Grapple Aid Another, including studied target and Mama Bess's aid: 1d20 + 8 + 1 + 4 ⇒ (5) + 8 + 1 + 4 = 18

Thanks dice, lets hope I've got the 1's out of the way...


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

Kage, is that an Aid Another roll (to add +2 to Bess's next grapple roll?) If so then you can't use my aid for that...I think...but you don't need it either: the DC is always 10 to Aid. If we're focussing on Aiding Myra's next grapple check I can devote both my Move and my Stnd Aid rolls to that and she'll get a total of +10 (+8 from me, +2 from Kage) and +4 to AC vs the AoO that I suspect she'll take when she's fleeing (unless she succeeds at Acrobatics at full speed). Alternately, I could keep my rolls as I'd initially put them in my first spoiler, in which case Myra gets +6 to CMB and +8 to AC.
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We should figure out our endgame here though: is it run? Or kill? I vote run but I'm realizing an Aid-based build is *very* dependent on knowing what my allies want to do!
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Kage & Myra, whaddaya think?


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)

Yes it's an aid another action, so you are right the +4 doesn't work - doh! I'm thinking we should run rather than fight this if possible.


@Myra: What do you want to do? With the timely aid of Bess and Kage, your first grapple did break free from the mound. So you can flee with your move action, or keep attacking it.


Meanwhile, Eris:
You excuse yourself from the hall of records under your initial disguise, and come back some time later looking like one of the mundane bureaucrats you noticed beyond the barriers preventing the rank public from entering.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
With a practiced air of busyness designed to deflect inquiry, you move past the guards and into the stacks. A few folks glance you're way, even get a stammered, I- I thought you had left for the day? but ultimately they shrug and go about their business. Assuming you're taking 10 -- just missed an inquiry!

With your access, give me a roll to see what you find. Using the records for a Knowledge check lets you act as though trained in the chosen skill with a +4 circumstance bonus. Each check takes 1d2 hours, and there's an increasing chance for further checks against your disguise the longer you go.


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

Its a take 10 on Disguise for a 23, plus a +10 circumstance bonus to disguise checks to fool others with my impersonation when using my Change Shape ability, which cranks it up to a 33. Can they actually break through a disguise check that high?

I really should have asked others what they would have recomended I roll knowledge for, but I think rolling knowledge on the Citadel and the hellknights that gain access there would be good starting points.

I guess I'll start off with one Knowledge check before making a flurry just in case they get a circumstance bonus against repeated Perception checks or something.

Knowledge Local on Hellknights: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13


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

I f+@%ing hate running...but I guess we have little chance of killing this thing. :(

Yamyra realizes she has no chance here, and tumbles back from the plant creature. She curses up a storm in halfling as she turns to flee into the forest. "Let's go," she hisses angrily.

Acrobatics to avoid AOO: 1d20 + 9 ⇒ (2) + 9 = 11
Scamper off into the trees like a coward, assuming it doesn't grab me again with the AOO I totally just failed to avoid.


Mound's AoO: 1d20 + 11 ⇒ (6) + 11 = 17

The plant monster flails wildly after the halflings as they plunge into the woods. Kage similarly retreats and leaves the animate vegetation to brood about the meal that got away.

==========

A short while later, after a diligent search, the assassins are able to locate a squat, bunker-like construction built into the side of a deep ravine. Large boulders, sides worn smooth by millennia of erosion, ring the structure and affords it the same protection as a curtain wall while also blending it in with its surroundings.

Eris:
Your first investigation for 1d2 ⇒ 1 hours fails to locate any new information on the Hellknights.

Basically, the longer you work there will be an accumulating bonus to the perception checks. You've got a long time, but eventually your disguise would finally come under scrutiny.


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

Frustrated at the slower pace of her research, Eris tries again.

Knowledge Engineering: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23


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

Seeing the bunker, Mama whispers, "We made it! Kage, I'm glad you decided to follow along.

"For this next step, let's consider our options before moving in. For myself, I have extracts which will let me hide in plain sight for up to a half hour at a time, and one that'll let me run at twice my normal speed for a few minutes, if I have to.

"Between those two, perhaps I should take a look by myself first? Or perhaps Myra and I go together? In either case, Kage, I'm sure we'll appreciate your eyes and ears on the ground out here in case we get in over our heads again."

__________________________

Stalwart, is there concealment enough that Myra (or Kage) could use stealth to approach the bunker?


Bess, it depends on your approach, but yes, you can find enough cover to make a stealthy approach.

Eris:
After 1d2 ⇒ 1 hours of searching, you find some contracts with various stonemason guilds relating to the construction of Citadel Demain. Much of it covers the costs and timelines of the various stages of construction, but it also details certain features of the structure as part of the design. You note that the mortar to be used was to be lead-based to ward against scrying. The sewage system was to be entirely enclosed with the obvious intention of utilizing different types of oozes to eliminate the offal. However, there is an access point to the sewer network at the innermost moat should the need arise.


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)

As the trio plan their approach Kage mentions, "I have been touched with the talent which let's me pass completely unseen for a short duration. This may come in handy if we need a close inspection."

Kage can cast invisibility as a SLA 1 /day lasting 4 minutes.


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

Okay, I think I’m caught up (and again, my apologies for the un-announced and extended absence), though I may be a bit sketchy on all the information that has been discovered so far. There’s been some great work done already, team! Yay, you!.

Seeing as one group’s fully on the Tunnel Mission, Kiddrik will gladly try for the Paravaicar Wren mission. I’d suggest Red come with Kidd. The two are, after all, used to working as a team. :)

Once the secondary plans are hashed out, and Kiddrik is assigned to following Paravicar Wren, the Taldan youth does his best to get a decent night’s sleep. It doesn’t go so well, and he finds himself moving through the pre-dawn streets of Egorian … on his way to what he believes to be the best location to catch the Paravicar’s activities for the day.

He tries to stifle a yawn as he waits in an alley's shadows ... watching where he suspects the mark will start her day.

To set up a good location for surveillance:
Know: Local, DC 14: 1d20 + 4 ⇒ (12) + 4 = 16; SUCCESS
Hours observing: 1d4 ⇒ 3

To follow Paravicar as she moves with retinue:
Stealth, DC 22: 1d20 + 10 ⇒ (19) + 10 = 29; SUCCESS
Hours observing: 1d3 ⇒ 3

To learn the business she’s conducted in Egorian:
Perception, DC 22: 1d20 + 8 ⇒ (4) + 8 = 12; FAIL (maybe Red can hit this one)
Hours observing: no die mentioned.

The rest of the day is spent on the woman’s trail, remaining as unobtrusive as possible in the city’s streets as he edges his way closer and closer to her retinue and dealings. Unfortunately, the woman’s bodyguards aren’t as lousy at their job as he’d hoped, and he finds it difficult to stay close enough to her as he’d like. While the day is far from wasted, Kiddrik chafes at the information he feels he’s missed out on.


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

How'd Kidd get to Egorian!? :P


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

"I have no magic, but it's not often that I am seen. Let us approach by stealth and see what we discover," Yamyra replies to Mama Bess.

Take 10 on stealth, unless otherwise unable. Stealth in case: 1d20 + 16 ⇒ (6) + 16 = 22


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

Mama Bess says to Kage, "You're pretty quiet for a big folk, and clearly handy to have around if things get ugly. What do you think about this?: We all approach quietly and carefully, 15 feet apart. If all three of us are spotted...we'll decide together whether to flee or fight. If only Kage is spotted, he'll vanish and Myra and I can see if we are able to make further progress. Sound good?"

Mama drinks the first of her two extracts of Blend. Then, moving slowly, she follows Myra.

Taking 10 if possible for 28. otherwise...: 1d20 + 18 ⇒ (2) + 18 = 20


HP 27/27 | AC 18 (16t 13ff) | Fort +6 Reflex +4 Will +5 | Init +6 Perception +9
Yamyra Demir wrote:
How'd Kidd get to Egorian!? :P

He's crazy fast? And I might have gotten my wires crossed while speed-reading the last 50 pages! :D


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

Hehehehehe. ;)


Citadel Demain is right outside Egorian.


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

Knowledge Religion (Hellknight Orders, anything useful we could get): 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Knowledge Local Hellknights, Significant justice people etc we could impersonate to aid out escape?): 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Knowledge History (anything useful on breaking in etc?): 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Knowledge Geography on Citadel area and any possible weaknesses/strengths of the terrain we could exploit: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27

Its highly likely I'll have to face another Perception check, and slightly likely it might even break through my disguise, so I'll roleplay it if required. I might be pushing my luck here with 4 rolls in a row but I don't feel like making 4 separate posts, and I'm relying heavily on being able to Bluff my way out of it if I get into any trouble.


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)

"Your plan is sound. I will take the right flank and vanish if needed."

As Kage cautiously approaches, he thinks 'Master Brinn is wrong, it is good to have family. I would not be able to do this mission on my own.'

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 8 ⇒ (13) + 8 = 21


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

Hahahahaha, it's me who's backward. My mind is still back in Ostenso. For some reason it never made it to Egorian.. (>_<)* derrrppp.


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

Kage one more thought: If you get seen -- and you think it's safe -- maybe book into the woods for a bit before vanishing, to draw folks toward you.
.
Hopefully none of us get seen though...


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)

A nice ruse. Might require a bluff roll but I'll do that if needed.


Eris:
Where are you getting the +5 in your knowledge checks?
For 4d2 ⇒ (1, 2, 1, 2) = 6 hours, you scour through the various records, reaching a frustrating crescendo of dead-ends and information already gleaned from other sources until finally, you locate a survey of the remains of the prior citadel that stood and was later destroyed during the Chelaxian civil war. You find that much of the lower levels had remained intact even though the above-ground structure was reduced to rubble. This gives you a pretty good map of the old basement and subbasements of the structure, at least prior to the new citadel's construction.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 16 ⇒ (16) + 16 = 32
Eris, you receive frequent looks, including a couple of close inquiries during your searches. But thankfully, you are able to deflect scrutiny for the time being.

Redoubt:

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Umm, the watch seems quite alert, and you see where a team of hunters are dispatched -- complete with hounds -- in your direction. (The hounds are silenced, too. Cruel, I know, but these are fictional.)


Kiddrik:

The paravicar is a forceful woman, severe but captivating nonetheless. She has a number of attendants and several devoted bodyguards about her at all times. For the first few hours, she has a meal brought in as she meets with a few Egorian nobles and talk business. One local historian is presented before her rather roughly and he falls, crying, prostrated before her. She speaks to him words you cannot hear, but his demeanor changes almost instantly and he listens to her words intently. Soon he leaves with a renewed fervor with stacks of notes.

Later, she visits the marketplace and peruses a shop that specializes in wands and other charged items. From the marketplace, she visits a sage's shop for a short while. After she leaves, her servants exit with large armfuls of scrolls and documents along with the sage himself, clasped in irons.

Her last stop is at a brewery and tavern on the outskirts of Thorntown called the Quail's Quest. She lingers for nearly a half hour, then leaves, returning to the Crown of Dis. The minstrel troupe had apparently rented out one of the halls in the hotel, and was putting on a show of The Nightingale Rebellion's Folly, which depicts the rather spectacular defeat of a Wiscrani uprising.


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

Please excuse my error, I was trying to manually add a temporary class skill bonus to my knowledge skills (as the Library gave), and ended up entering it incorrectly. Should be +1 (Int Mod), with a +4 bonus for a flat +5 rather than +5 with an additional +4 bonus. I'm still investigating just how I managed to confuse myself, but please do subtract 4 from all of my knowledge rolls. Even if this changes the results of what I got, Eris won't push her luck any longer and will leave with whatever she learned from her study.


@Eris: Okay, at least I wasn't missing something. I won't retcon anything I've provided thus far (since I went ahead and mentally subtracted five from your last batch of rolls).


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 quickly uses the hand signals to say, "I'll lead them away."

Kage makes a show of noisily getting up and darting to a copse of trees away from the other two, making it look like he's been spooked. He turns briefly to check they are following before plunging deeper into the woods.
Bluff: 1d20 + 6 ⇒ (11) + 6 = 17

Once he's taken the patrol some distance away, he tries to loose them. Ideally running along a stream if available or climbing up one tree and swinging to another (to break the scent trail). If they get truly close he will turn invisible (+20 stealth or +40 if motionless) and use his swift runner's shirt and sprint to put some distance between them, going in a direction 90degrees to his original direction.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27


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

Mama signs < OK > to Kage and then watches to see the guards' reactions.

If they show any sign of seeing the halflings as well, she'll take off right behind Kage.

If they don't, she'll hold a hand out to still Myra, and watch to see if they all follow Kage.

Stalwart, let me know if you need more rolls now (or even feel free to roll on my behalf)


Four humans in light armor with their hounds make a swift approach to the spots where you were hiding. Two of them move in the direction toward Kage, while the other two search the immediate area for the others.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

They initially cannot find the halflings, but their hounds seem to be tugging and signaling to their handlers. They're within 30 feet of 1=Myra, 2=Bess: 1d2 ⇒ 2, but not aware of either of your positions.

Meanwhile, Kage, the others try to follow.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

They seem to lose sight of the slayer, but the dogs put their noses to the ground.
Survival: 1d20 + 5 ⇒ (12) + 5 = 17
Survival: 1d20 + 5 ⇒ (15) + 5 = 20
One of the hounds seems confounded by Kage's efforts to hide his tracks, but the other hound unerringly turns and follows Kage's trail despite his efforts to lose 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)

Hearing the pursuing hounds, Kage darts into the shadows and risks a glance over his shoulder.
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14

The hounds are too close for comfort, the lead hound seems unfazed by his tricks.

Realizing they are tracking him by scent Kage quickly scans the vicinity for a stream or some other way of disguising his scent.

Perception: is there a stream near by?: 1d20 + 8 ⇒ (15) + 8 = 23

If there is a stream:
Kage makes a bee line for the stream and runs along it for a while. If the hounds follow him along the stream, he will turn invisible then use the quick runners shirt and sprint to put on a huge burst of speed and he'll try to duck out of sight before hiding Stealth, invisible, still: 1d20 + 8 + 40 ⇒ (2) + 8 + 40 = 50

Plan B:

With no way to evade the hounds, Kage realises he needs to kill them, and possibly their masters. He ducks behind a tree, draws his swords, and stops waiting for the lead hound.
Readied full attack with power attack.
Main hand: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 8 ⇒ (4) + 8 = 12Sneak Damage if applicable: 1d6 ⇒ 1
Confirm?: 1d20 + 5 ⇒ (4) + 5 = 9
Crit Damage: 1d8 + 8 ⇒ (6) + 8 = 14Crit Sneak if applicable: 1d6 ⇒ 4

If the first hit killed the lead dog, Kage will try and hit the second if its in range.
Offhand: 1d20 + 5 ⇒ (7) + 5 = 12Damage: 1d8 + 4 ⇒ (7) + 4 = 11Sneak Damage if applicable: 1d6 ⇒ 2

Next round Kage will either finish off the first hound or attack the other one.

Main hand power attack: 1d20 + 5 ⇒ (12) + 5 = 17Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Off hand power attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

If the dogs are dead, Kage will try to stealth and watch what the two guards do.
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Kage is able to find a stream feeding into the deep ravine where the redoubt is located.
Survival: 1d20 + 5 ⇒ (14) + 5 = 19
Survival: 1d20 + 5 ⇒ (3) + 5 = 8

One of the hounds turns its master up the stream while the other is turned the other way.

Survival: 1d20 + 5 ⇒ (1) + 5 = 6 Kage's vanishing trick confounds the sole pursuer.

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