Those Who Walk in Blood (Inactive)

Game Master Stalwart

The Missions of the Red Mantis Assassins

Emeraldvale

Courthouse


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

So, some of them left after Kage. How many guards are still near Mama and I, two and two dogs? Is there any indication we've been seen? Is there enough cover to keep moving forward?


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

With much of the day lost to his efforts following the paravicar, Kiddrik makes his way back to the inn … but not before taking a number of double-backs and random roads to make sure he’s not being followed.

Perception, to catch wind of pursuit: 1d20 + 8 ⇒ (14) + 8 = 22
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23

Assuming no one is tailing or watching him, Kiddrik first makes his way to his room, where he notes everything he saw. Then he folds up the notes and hides them in his clothes before heading downstairs to wait for Eris. She might have some use for much of what Kidd was able to uncover.

Eris, and anyone else who shows up for Kidd’s debrief, take a look at the spoiler in this post. I think we may be able to arm Eris with some of this info to allow her to get a deeper picture than Kidd was able to.


Kiddrik believes he has successfully avoided any followers or attention. He returns to the inn without incident.

@Yamyra: Yes, there is cover. There are two guards, each with a dog. The dogs seem to have picked up your scent in the area, but no one has spotted you yet.


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

So we can keep moving at stealth, yeah? Move at half speed towards the building.

Stealth: 1d20 + 16 ⇒ (8) + 16 = 24


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

Confident that he’s gotten what he can out of the day for his assignment—and equally confident that he's brought no tail back with him—Kiddrik orders a meal and settles into a chair at the table in the middle of the room. During the meal, he begins asking the tavern-keeper and wait staff the questions you’d expect to hear from a young man who just strolled into town looking for work as a carpenter.

Where's the best place to look for work? How can a guy quickly work his way into steady, well-paying gigs? Do the local authorities hire out any local work? If so, how often and who would a guy need to make contact with?

This is as much filler as anything else, but I figure we may luck into another approach angle. Who knows?

All the while, Blackstone—peeking out of the rolled up bag of tools Kidd lays on the table next to him—keeps a careful watch over Kiddrik as the young man plays his role … making sure no one approaches Kidd without his knowing.


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 takes stock of his situation and decides what to do next. If possible he will take advantage of his invisibility to get a closer look at the target. Otherwise he will attempt to work out what the hunters are doing, and formulate a rescue if needs be.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Stealth, invisibility: 1d20 + 8 + 20 ⇒ (12) + 8 + 20 = 40


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 returns to Kidds location, to touch base and listen to his debrief. In exchange, she tells him everything she picked up from her research keen to have another mind look over it, and examine any possible plans they could use with a variety of new information now available for use.


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 feels suddenly very nervous as she sees Myra creeping toward the redoubt...but decides to stay near her. With focus she manages to move a quietly as a field mouse, edging away from the dogs in the hopes that they lose her scent.

Just in case though, she holds her whip in her right hand, caressing the worn leather handle nervously with her thumb.

Stealth: 1d20 + 18 ⇒ (19) + 18 = 37


Now that you've found the location of the redoubt, what are your plans, exactly? I think we're probably ready to get back to the planning of the actual infiltration/assassination.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

One of the rangers looks way more alert than the others, but the distance between them and the halflings saves the assassins from detection.

They are able to get a better look at the small fortress, cleverly using river rock and magically-sculpted stone to blend in with the surroundings. At the base of the ravine is a rushing stream that partially tumbles beneath the rocks serving as both camouflage and protection. The main entrance appears to be a mighty tree that has collapsed and is stretched across the ravine, hollowed out and defended on the far side by the lightly-armored rangers dispatched to find you.

In the interest of moving things along, I'll allow the redoubt team to make it back to Egorian successfully, though with a bit of tense pursuit at times. Let me know if there's any more information you were hoping to get from your recon.


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 discusses with what she learnt with Kid. "We have multiple avenues of exit and entry. We always have the main entrance, the backdoor entrance, and there is an access point to the sewer network within the moat if more avenues are required. We also have a semi reliable map that shows the network of basements and sub basements of the old citadel, many of which are still active today. My suggestion is barely provisional, but it largely involves our stealthy members of our team using one of the alternative access points we have discovered, while I can disguise myself as the Paravicar, having the option of potentially smuggling in a few other members of our team disguised as close associates, entering through the front door. Once inside, the task is much easier as we can perform the assassination, and escape out of the remaining alternative access point with no-one any the wiser."


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 ponders what Eris and Kid have found. When he speaks at last, he seems impressed, "You have done well. Alas we were less successful. We did find the redoubt, but we were not able to do so without raising suspicion. The guard are ever vigilant, and the wilds populated with monsters. I fear we must rely on magic to mask our approach and dull the guards senses."

Suddenly a thought occurs to Kage, his strange blood red eyes glitter as he muses, "There maybe another way of course. The redoubt is new, there will be inspections... "


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

"The dogs were the biggest issue. Their noses could have found us even if we walked unseen," Myra comments. She smiles at Eris. "I like Eris' plan. The sewer network sounds promising for one my size."


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

Kiddrik nods along. ”While I’d prefer to stay together to watch each others’ backs, smaller teams entering independently will likely be easier. And less likely to raise alarms. Master Sa'Kage and I seem like good candidates for the stealth team ... or at least part of it.” He flashes a pale blue-eyed look over at Eris, his tone a bit defensive. ”I still don’t have any intel on what the paravicar is doing in town, so without further investigation, you’ll be going in blind if you take that option. That’s risky … not that I doubt your improvisational skills.”

His eyes return to the group as his mind races down the different conversational avenues. ”Having multiple exit strategies is also smart. The sewers, the basements, the backdoor, the redoubt … we’ll need options should things get complicated once inside." He looks at Kage and the pair of halflings, "I believe your work at the redoubt is at least sufficient. Hitting them any harder would likely result in a security response in that area that we don't want to have to deal with. Roughly knowing where it is and how it is guarded gives us more information should we need to use it as an exit ... and then lose our pursuers in the surrounding wilds. As for the dogs ... we can hit a butcher before we begin the operation."

"We’ll also want some improvisational options that don’t rely on the building or its occupants. Spells, scrolls, or magic items for bypassing doors, walls, and barriers. I've heard of spells to transmute stone and wood, among other things. Also, options for non-lethally or non-violently bypassing guards and sentinels. I’d prefer a clean kill on this type of target, as I doubt very much that our leaders would approve of dealing with the weight of Cheliax’s wrath on this. On the other hand, I'm not naive enough to think we'll be able to get into and out of such a facility without drawing some additional blood.”

He pauses to study the few resources they’ve recovered, idly tapping the fingers of his right hand on Blackstone’s handle. ”Also, have we actually located the target? We’ll waste precious time and resources finding him if we can’t narrow down the possibilities for his location at any given time. Secondarily, it would be nice to be able to execute the act while he’s relatively unobserved … if that’s even possible.”

Sorry for yet another Wall'o'text ... apparently that's my gig in this game. :/


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 nods at various points made by Kid and suggests, "A lot to digest hmm actually that gives me an idea for dealing with the dogs and maybe Paravicar. We should purchase a powerful sedative and lace sausages with it to deal with the dogs and wine for Paravicar. If she was busy oversleeping then she wont get in our way."


The Red Minister is present for the report, rather disappointed at his information-gathering efforts. He does reveal that the Hellknight enclave has increased deliveries to the citadel, but the rather strict contracts by which the merchants must abide stymied his efforts at gathering further info. He found those he encountered to be a rather close-lipped lot.

What was worse, he reports that his inquiries seemed to have aroused suspicion. He shook a couple tails before making his way to the inn. Rather than risk that suspicion rising to the level of increased security measures, Red has decided to stay away from the job. Though it pains him, drawing Hellknight agents away will occupy them and free the rest of the group to move against their target. He informs the rest of the mantises that he will not see them until after the job is done.

Red excuses himself and slips out, disappearing into the night.


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)

@DM Stalwart. Kage will try and buy some kind of sleeping poison. I notice there's Drow Poison but DC13 is way too low to be useful, is there anything better available?


There's always oil of taggit if you want to slip her a dose in her food. An alchemist may be able to convert it from ingested to injury.


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)

Perfect. I had thought of using it via ingestion. I think you need feats to put it on a weapon safely. PS waiting on the others before posting any actions.


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

"Shouldn't we kidnap and murder the Paravicar before we impersonate her? Can anyone read thoughts?"


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

When conversation turns to this sort of business, Mama Bess gets a certain matter of fact tone to her voice.

Looking up from the bread she's kneading, she says "Cleanest option -- if we can manage it -- seems like kidnapping, interrogation, and murder...all at the beginning of a period where she (and whatever parts of her entourage we need to kill as well) won't be missed for most of a day.

"What have we learned of her plans for the next few days? I can try to learn more in the morning, if need be."

With that she starts to braid the bread and then brush the top with an egg wash.


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 nods, "Let's try a sleeping draught in her wine first, one of us can plant it. If that fails, we'll will make her dissapear, permanantly if necessary. We will need some hellknight uniforms but apart from that we are nearly ready to go, once we have located the exact whereabouts of the prisoner."


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

Do we want to continue planning in-character? I only ask because writing it all out narratively is far more time-sensitive than simply bullet-pointing and asking OOC questions for clarity.


I get that. I think moving the discussion to the ooc thread might be best, then we can pop back here and do a summary of the decisions.


Bess learns that Paravicar Darcyne Wrens' business matters involved a Sargavan holding company that has financed a number of exploration and mapping ventures in the Mwangi Expanse. Her contact was a merchant with supposed dealings with the Aspis Consortium. Several bits of information was passed, but Bess could glean little of substance.

Wren's late-night repast was easily compromised by the Mantis, and a dose of the poison was introduced in her meal. Fortitude DC 15: 1d20 + 6 ⇒ (1) + 6 = 7 Okay, wow.

The paravicar is soon asleep in her food.

Eris, you're up! Bess, you want to forge the papers?


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

Working on the assumption our group is observing the Paravicar to see if the poison works.

Soon after the poison triggers, Eris gathers herself, and quickly signals one of her companions to frisk the unconscious Paravicar just in case she has any important identification. next up, Eris drags the Paravicar into a semi private room, and quickly undresses her, taking her clothes for her own. As she does so, she makes a note of any unusual marks or blemishes she would need to be aware of or copy. Once, Eris had attempted to impersonate a priestess, not realising said priestess had a particular rare birthmark in an unusual place, obviously, her impersonation did not end well and she was not about to make the same mistake twice. When she had finished her inspection, she makes her change, disguising herself as best as she can.

Taking 10 on Disguise for 23, plus an additional +10 circumstance bonus due to Realistic Likeness for an effective roll of 33.


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 could hardly believe his luck, sneaking into Paravicar's quarters couldn't have been easier, the skylights didn't even have a lock. All he needed to do was lurk among the rafters and dribble the sleep draught down a silken thread and into the stew pot while Paravicar was reading in the other room. Some time later, she wandered into the kitchen, polished off the stew and promptly fell into a deep sleep. As he left he thought, 'Sweet dreams Paravicar, you're going to have quite the headache later...'


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

Bess forges any papers she knows/believes to be necessary to go interrogate their target...doing so before Kage goes off to poison Wren, taking her time and starting over when necessary to get them just right.

Take 20 on Linguistics + inspiration: 20 + 7 + 1d6 ⇒ 20 + 7 + (1) = 28

Once Kage poisons her, Mama looks the sleeping Paravicar over thoroughly for any papers, and then searches her room for anything else that might aid them in the mission.

Take 10 for 22 Perception. If that doesn't find any ID, take 20 for 32.

Returning to the safehouse, she looks over the papers she found on Wren. If she finds anything there that looks like something they should alter, she'll do so while others get into their disguises.

If not, she smiles at her family and says, "OK, now that Kage has neutralized Wren, every minute counts. Let's go."

Let's travel together, as Wren's entourage -- unless something we've learned (via K. Local or Gather Info) leads us to think some or all of us would be suspicious. I'm guessing maybe Kage and Kidd are disguised as her guards and Myra and Mama are disguised as slaves/attendants.


Kiddrik, Knowledge (planes): 1d20 + 7 ⇒ (20) + 7 = 27

During the preparations for the infiltration of the citadel, Kiddrik gets an strange sense of foreboding.

Kid:
With a little bit of prodding from Blackstone, the description of the bound fiend at the entranceway worries you. It sounds like a layman's description of an Erinyes, which has the power to see through all forms of illusions and can see invisible creatures as if there were no wards whatsoever.

Eris's disguise is impeccable, down to the faint line of freckles across the paravicar's cheeks. With some preparation and the secreting of the bound and gagged Wren, the Mantises are prepared to make their way to the citadel.

When the group leaves in the morning toward Citadel Demain, they are joined by two other dispatches of Hellknights, one of the Order of the Nail and the other the Order of the Godclaw, making their way to the enclave. Little in the way of pleasantries is exchanged in any of the three groups.

The short distance is covered from Egorian to the citadel, and the high walls soon loom ominously, stark and imposing, with the single gate and bridge across the first of the three moats just ahead.


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

Myra uses her hairpin to disguise herself as a halfling slave attendant. She joins Eris's entourage. When the other Hellknights arrive, she keeps silent with her eyes downcast. This is our first major job together as a team with us all knowing it. I hope we don't f!%$ it up too much. I trust me, and Mama is alright. Kage also seems to know what he's doing, but I don't really know these others yet. Trust...oh trust...why are you so difficult?

Ready when you guys are.


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's disguise preparations started several days ago. He bought some somber robes with a hellknight motif, and with a pair of barber's shears he cut his long white hair short, military style. He applies some dark hair wax and facial makeup to make him look like an older grizzled veteran rather than an albino freak in his prime. He then dons the robes, and asks Eris to help put any finishing touches to his disguise.

Kage takes 10 for 16 on the disguise, +2 from using a Mwk Disguise kit charge, if an aid another is allowed that's increased to a total of 20 on the disguise check.

Kage follows Fake Paravicar, keeping close but silent the way a bodyguard might. He does his best to look bored but competent.


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

As the team prepares to leave (and hopefully before we join the other Hellknight groups on the way into the Citadel), Kiddrik looks up, seeming to suddenly realize something.

”There may be a problem. The demon they’ve got guarding the front gates … it sounds like an Erinyes. I don’t know all of its capabilities, but I’ve heard its sight can pierce all forms of illusions as well as see invisible creatures.” He nods at Yamyra’s magical disguise, ”That may raise some suspicions. Is there a way we can do it without magic? Mudnane disguises should function as normal.”

My assumption is that we can all be tagging along in mundane knight disguises, with our halflings as servants? If not, could we pick some up before we head that way?


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

Good point Kiddrik. Myra would heed his device and wear some real servant's clothes, and have Eris disguise her a bit to match the magical disguise. She won't change her features very much with the illusion. Just enough to look like her own sister or something.


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 offers her assistance as each of her allies applies their disguise. "Nice touch! But see how this line is a bit too straight?...Oh, I like those wrinkles, can I add some more?...Here, bend down, let me get your back for you..."

Then she dons her own, as a slave-attendant of the Paravicar, and asks her family to look it over and help her smooth any rough edges.

_______________

DM, let us know what the limits are of how much we can Aid each other on our disguise rolls. Could all of us roll Aid Disguise for each other? Assuming that works, I'll roll to Aid everyone: Success +4 to all of yours' disguise rolls
.
Also...I the player know that Eris is a Kitsune, and that True Seeing will reveal her fox form...but Eris have you revealed to us that you're a Kitsune? DM do we need a roll of any sort for us to know that?
.
Yamyra, I suspect you're best off not having any active illusion in case the Erinyes notices the discrepencies. You could always put one up once inside.

Aid Eris: 1d20 + 7 ⇒ (8) + 7 = 15
Aid Kidd: 1d20 + 7 ⇒ (5) + 7 = 12
Aid Sa'Kage: 1d20 + 7 ⇒ (18) + 7 = 25
Aid Yamyra: 1d20 + 7 ⇒ (18) + 7 = 25


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

As the group discusses the final tweaks, Kiddrik gets into his own Hellknight thug uniform ... just another bodyguard for the paravicar.

Disguise, including Bess's bonus: 1d20 + 1 + 4 ⇒ (11) + 1 + 4 = 16
Disguise, AA for Bess: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13


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

Okay, last-minute question. How are we getting our weapons in? I'm guessing saw-tooth sabers aren't much used by Hellknights ... not to mention a possible tip-off as to who we actually are. Should we have the halflings carry them in inside a big bag of "inquisitor's tools"? I figure if Eris needs to justify their presence, she can likely pull a 'are you questioning how I do my job?' schtick from the paravicar. I hate for Kidd not to have Blackstone on-hand, but it's a bit obvious if he's walking around with it.

And do we have time for last-minute purchases on our way over? Random assorted magical consumables and what-not? Or are we past that point and need to make do with what we have?


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

I'm actually an unarmed combatant now, so I can go weaponless.


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

That's because you're made of win ... unfortunately Kage and Kidd require thier weapons to deal real death. I think we should be avoiding combat in the open as best we can, but that means we need to keep things as normal-seeming as possible until we're past all the bluffing.


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

I'm fine with Myra carrying the weapons in a sack if everyone else thinks that's an acceptable risk.


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

The risk being that we won't have them in-hand? Or are you polling the rest of the group to see if they share my concern? If no one else is concerned abut it, Im happy to have Kidd carry Blackstone; it would certainly make him more comfortable.


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

If the saber looks like any other longsword when sheathed you're probably fine...if not, I like the idea of Myra carrying them in the "tools" bag. All I carry is a whip, which should be explainable as an interrogation tool as well.
.
DM Stallwart, can you rule if the sabers are suspicious on a hellknight when sheathed? I'd assume that would be the sort of thing we'd know with certainty, given that almost all Mantises carry them.


You all had enough time to go buy the poison, so you could buy any other readily available gear. Also, properly sheathed, a sabre looks like any other long-bladed, slightly curved sword. Yes, multiple people can assist the disguises. The kitsune could be tough, but the paravicar also seems to favor a large, hooded cloak.


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

EXCELLENT! Then forward the plan!

And here’s the things Kidd picked up as prep (using that 300g budget our boss gave us):
- 2 Scrolls of Spider Climb (50g)
- Potion of Mage Armor (50g)
- Potion of Touch of the Sea (50g)
- Scroll of Alter Self (150g)

Let me know if any of those are a problem, DM Stalwart. Otherwise, they’re on my char-sheet.


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

I think I've fully changed shape in front of you all, so while I technically haven't spelled out that I am a Kitsune, its unlikely to be much else.


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

OK, cool, I think it's a reasonable leap from what Kidd realized to knowing that any magical means of disguise is a Bad Idea.
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We should all roll Aid Another for each other player to figure out our disguise totals...and should all include the +2 from a Disguise Kit, since it's cheap (5gp per use) and well worth it.
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For myself, my Disguise is at Take 10 +7 +5 (minor details only) +2 (kit) +2 (aid from Kidd) +?? (aid from others) = 26 or better.
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Eris (our star performer) is at Take 10 +13 -2 (race change) +2 (kit) +4 (aid from Mama) +?? (aid from others) = 27 or better.


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)

Disguise Aid Another: Eris: 1d20 + 6 ⇒ (14) + 6 = 20
Disguise Aid Another: Mama: 1d20 + 6 ⇒ (20) + 6 = 26
Disguise Aid Another: Kid: 1d20 + 6 ⇒ (1) + 6 = 7
Disguise Aid Another: Yamyra: 1d20 + 6 ⇒ (12) + 6 = 18


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

Why can't Eris disguise us all? Is there some rule I'm missing that says you can only use disguise on yourself?

Aid Another Rolls (A,MAMA,K,Sa'k): 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (8) + 2 = 10


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

Realistic Likeness also grants a +10 circumstance bonus on Disguise checks on my disguise when taking a specific individuals form.

Disguise Aid Another Sa'Kage: 1d20 + 13 ⇒ (11) + 13 = 24
Disguise Aid Another Mama: 1d20 + 13 ⇒ (5) + 13 = 18
Disguise Aid Another Kid: 1d20 + 13 ⇒ (18) + 13 = 31
Disguise Aid Another Yamyra: 1d20 + 13 ⇒ (18) + 13 = 31


With a little further preparation, we'll pick things back up at just outside the walls to Citadel Demain.

Passage through the outer curtain wall was a simple enough task. The gate was wide and busy, with overworked guards managing the influx of supplies for the Conclave. The group of assassins looked authentic enough and the papers displayed satisfied the guards who waved the entire entourage through.

Once on the other side of the gate, it was evident why security was loose on the outer gate. The moats were lined with fortifications and the few draw bridges were staggered so that gaining access to the citadel itself would be near impossible without proper authorization. The wagons were unloaded just on the inside of the wall and the goods turned over to Demain servants within.

Of course, as Hellknights, such bustling activity needed no further scrutiny, and the main lowered drawbridge beckoned.

The group crosses the first and second moats and are waved through after basic scrutiny. Several small outbuildings seemed to be set up for servants and attendants, but fortunately reserved for much larger entourages than what Paravicar Wren has.

Perception DC 28, when crossing the bridge:

You see a coiled, bluish creature in the water surface briefly. Its empty black eyes stare up at you before it drops below the surface again.

Lastly, the final gate to the citadel looms. As you approach, above the portcullis there is a lip of a walkway that leans out. A starkly beautiful winged woman observes with unblinking eyes. Pieces of spiked armor adorn her lithe figure and she holds a wickedly curved long bow. Her wings, the color of a scorched and dead forest, flare out as you approach. She turns her terrible eyes upon you with undisguised hate and judgment.

DM:

1d20 + 16 ⇒ (17) + 16 = 33
1d20 + 12 ⇒ (11) + 12 = 23
1d20 + 15 ⇒ (14) + 15 = 29
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 13 ⇒ (12) + 13 = 25

The gate itself is guarded by plate mail-clad Hellknights whose stares come from deep within their ominous helms. While your forged credentials are being scrutinized and the erinyes stares down at you, a Chelaxian man in Hellknight plate carrying his helmet under one arm turns as he is walking past, just inside the gate. He pauses, and calls out, Darcyne? His lined features are quite handsome, and his gray-streaked hair lends him an air of experience and authority. He moves toward Eris, his steel-gray eyes intent. The guard studying the documents makes way for the elder Hellknight.


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

Perception check: 1d20 + 9 ⇒ (17) + 9 = 26

Yamyra can't help but feeling intimidated as they enter the Citadel. Fortunately, the fear that is running up her spine helps with her disguise as a slave. She keeps her eyes on the ground and her head bowed as she follows along behind the 'Paravicar' silently as a mouse. Myra has to work hard not to flinch under the scrutiny of the Erinyes, and she badly wishes she could go hide. When the elder hellknight recognizes Eris as Darcyne, a cold sweat breaks out on her brow. Oh gods, this is exactly what we don't need right now...


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 tries to appear relaxed in the face of an unexpected person that recognised the person she was mimicking. In truth, this wasn't the first time, and likely wouldn't be the last. Usually, Eris did background research on her target, in order to minimise suspicions, but time was in short supply this time, and she didn't have an opportunity. That said, Eris always had a strong backup plan when being questioned by a man while she had taken a female form - act angry and let the poor guy rush to remember what exactly he had done wrong this time...

"Its Paravicar Wren to you", Eris responds to the man with an icy tone, her face a frown of irritation. "Don't give me that look", she follows up with, sensing the mans minor confusion, "You know full well I'm due for an interrogation shortly, and while I suspect your intentions are strictly in the interest of common politeness, I simply cannot spare the time to trade verbal barbs at this very moment".

Eris switches targets for her gaze, staring hard at the guard looking at her documents before uttering a soft noise of frustration. "See here, this very guard doesn't know who I am even as you greet me by name, and still he persists in wasting my time."

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