Those Who Walk in Blood (Inactive)

Game Master Stalwart

The Missions of the Red Mantis Assassins

Emeraldvale

Courthouse


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Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Ghiv prepares for the holy ritual of Bloodletting.

Bull's Strength, Divine Favor, Shield of Faith and finally Bless.

Ghiv's Adjusted Stats:

Bulls Strength 4 minutes (+4 Enhancement Strength)
Divine Favor 10 rounds (Luck Bonus)
Shield of Faith 4 mins (+2 Deflection)
Bless 4 mins (+1 to hit and to saves versus fear; Morale)

Attacks
Sawtooth Sabre +10 1d8+6
AC 21


Sa'Kage wrote:


Kage still isn't at full HP can we assume that Mana used another charge on him?

That's fine with me.


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

Couldn't I just use an illusion to hide our presence. They don't get a save against it so long as they don't interact with it, so we could prolly step into an alcove and I can seal the opening with an illusionary wall to make it look part of the passage.


Yes, that would be an option.


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Well if we do that, then ignore the spells cast above. I'd hate to waste them hiding behind a fake wall.


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)

This does seem like a good option.

perception - is there such an alcove: 1d20 + 8 ⇒ (1) + 8 = 9
Kage apparently has trouble opening his eyes.


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 smiles at Eris' suggestion. "Lovely! Though we'll have to hide behind it for quite some time until they're out of earshot of us...and if one of them is an accomplished tracker, they might come across our trail and see it coming back this way. Still, it seems a risk worth taking."

"Of course, lets have our weapons out just in case one of us sneezes as they're going by...or they have senses that we're not expecting."

Mama will stand right behind front line in alcove, whip in hand.


Seems like the consensus is using the illusion.

Eris wills the image of a rough-hewn wall matching the rest of the corridor, blocking off the alcove that Kage just about missed.

After a few tense minutes while the assassins go silent, the sound of footsteps grow increasingly louder as the patrol approaches.

Eris, and those who make a DC 17 Will save:

You see the Hellknights come into view. Both groups on either side of the canal have an object that is blazing with light, illuminating the chamber. They are moving slowly and deliberately, looking in every cranny and down into the water. Their helmets are off, revealing four males and two females. One of the males is a dwarf, while one of the females is half-elven.

Just before the group on your side of the waterway reaches your spot, one of them pauses and begins adjusting his armor. You hear him mutter, Hang on a moment. There's a slight pause, then the sound of a stream of water splashing down into the canal. The other Hellknights all groan.

That's disgusting! a female Hellknight chides. The other two move away from the one relieving himself.

What? comes a gruff voice. Captain was all in a rush to get us out here. Didn't give me time for the privy.

Totally against regulations! I hope one of those halflings are lurking about and cut your **** off, another responds.

Like anything they'd have could hew this mighty oak, the first one laughs as he finishes his business.

Least I know you're not replaced by a shapechanger, Burq. I don't think anyone can be as much of an ass as you.

The Hellknights laugh and move on past the assassins' hiding spot, unaware of the illusion or the death it conceals. The sounds and the light move along, eventually fading from perception.


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

After quickly checking to see if the coast is clear, Eris clicks her fingers softly, dismissing the illusion before stepping to one side and gesturing the party scouts forward. "Please feel free to proceed a little further ahead and scout the passageway in front of us, if you feel so inclined"


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)

With the hellknights receeding into the distance, Kage let's out a breath he had been holding. "That knight relieving himself would have been the perfect time to strike," muses Kage, "Still Eris' solution was elegant, those Hellknights are going to have a bad day when their superiors realize they missed us. We'd better press on, they will cone back this way eventually."
Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Indeed. My blade itched for the Blood of nonbelievers. Ghiv says, but he moves forward as quiet as he can.

Stealth: 1d20 + 3 ⇒ (2) + 3 = 5


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

Yamyra smiles when the trick works, and moves back out front with Mama to scout further down the tunnels.

Take 10 on stealth and perception going forward again.


After about twenty-five minutes of walking, the canal finally ends, but in a natural cavern with a much faster-moving underground stream. A stone bridge leads to a sandy bank running along the water's edge. Dual continual flames burn at each end of the bridge, and a dock juts out with several flat-bottomed boats moored against it.

Enough water for the canal seems to be diverted from the stream, while the waters flow into absolute darkness. Periodic torches show that this area of the tunnel to the redoubt is still being worked on.

Four guards stand at the bridge. It appears that both sides of the stream can be navigated, though the bank is much larger on the far side. It may be possible that the party can sneak along the narrow bank without being seen by the guards, and continue upstream.

Perception DC 25:

On the far side of the bridge, there are steep stairs cut in the rock winding up and out of sight.


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

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

Sorry, I'm not sure I'm picturing this right: There's a fast-moving stream with a bridge over it. on our side, there's only a narrow bank. On the far side is a wider bank...and 4 guards. Do I have that right?
.
Leaving aside the steep stairs (which Mama doesn't notice) the ways out seem to be:
- in the stream, by boat
- walking along one bank or another
Do I have that right too?


You're pretty much correct. The Hellknights found an underground river that ran from deeper into the Barrowood (likely sourced by the stream you found near Kulvayne's Lament). They use it to reach this point, where they constructed a canal to reach the chambers beneath the citadel. The bridge crosses to the far side, and the four guards are posted on the bridge. Both sides of the natural stream have banks, but only the far one seems to get any use for foot traffic. Where the stream leads is anybody's guess, but you're sure it's moving south.


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

Well, we could probably take out the guards, but that might get noticed by another patrol eventually. Don't think we have much chance of sneaking past, especially with some of the group's stealth scores.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


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)

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

In the mantis sign language, Kage asks: Fancy a swim?


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'll be MIA for the next few days, going up to Auckland to watch the Australia / New Zealand grudge match for the Cricket World Cup. I'll be back Sunday evening NZ time, so feel free to GMPC me in the meantime


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 back << Don't think we'll sneak past those guards. Ambush instead? >>


What's the plan?


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

I have invisibility memorized. Does anyone else? Some of us can sneak past while others might need the spell.


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)

GM how fast is the water flowing? Is it cold?


The water is underground, so it will likely be quite cold. And it does appear to be moving more swiftly than the canal, though not by a large degree.


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 to do, 'We don't know where this stream goes, well south I suppose. In any event its too cold and pretty fast, we can't escape that way. No I think we must be bold, their numbers can't be that great, perhaps make them come to us...'

Kage signals to the others << WATER TOO COLD. MAKE THEM COME TO US? >>


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

::Draw them to us, we will ambush them and spill their blood in the sacred rite::


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

Just to move this along since we seem to have an agreement that we want an ambush or surprise attack

Eris realises the general mood of the group, and decides to do her bit to ensure her friends get maximum ambush potential.

Pretty sure that Eris just ditching her clothes and running over to them naked serves as enough of a distraction for those guards to not be looking at anything else but solutions like that make things awkward so lets try something else

Deciding that she could potentially bullshit her way through, Eris switches form into a bland female HellKnight she saw during her reconnaissance mission (If bluffing Pontia Runario is the best option, she would do that, but if adopting that form is unlikely to fly, she will just appear as a typical "grunt" Hellknight guard. Striding over to them with a stern look, Eris hails them, making a beeline for the leader, "You there, the assassins have been sighted in room [Insert room description she saw on her map], and we need all available loyalists in order to cut off the escape."

Remembering her abilities this time, Eris remembers to trigger her detect thoughts ability on the leader (DC 17 Will Save to resist), in order for her to carry out this bluff perfectly.

Alternatively, if the other guards are happy for her to stay with them while they guard the exit, she will prolly just color spray them from behind.

Bluff: 1d20 + 13 ⇒ (13) + 13 = 26


Will: 1d20 + 3 ⇒ (13) + 3 = 16
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13

When Eris materializes out of the gloom, the Hellknights standing guard immediately take up a defensive stance and draw weapons. Three take a quick glance at the one with a lieutenant's pauldron, waiting for his response.

Eris:

You detect a sudden, nervous train of thought as he processes your order. Okay, like we practiced. Someone shows up trying to get us to move without the pass code, we get them close and deal with them.

The lieutenant nods, draws a deep breath, then states, Why don't you wait here and guard the bridge. You know our orders are not to leave this unguarded. He relaxes his stance a bit, and the other knights do as well, though they do not sheathe their weapons.

There's a tense moment while they wait for Eris to respond.

Eris:

Just one. We'll deal with her quickly. The others are no doubt lurking near. Good thing we changed the code after those halflings were snooping around at the redoubt. It's not bloody likely any assassin's willing to drop to her knees and point a dagger at her own throat.


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

Point of clarification, is the "drop to her knees and point a dagger at her own throat." thing the actual code/password or am I misreading that entirely?

Eris face relaxes into slight confusion, before she sighs slightly, before reciting in a bored tone "and in the case of an emergency or otherwise severe incident, if any person or persons, hellknights or otherwise, should attempt to move a squadron from any defensive or offensive position, from one place to another without the accepted pass code, such person or persons should be removed from the situation".

Determined to bluff her way through this, Eris continues "We all know what the rulebook says, as well as the previsions set out within it, but if you four take my life now, and end up being in the wrong, I expect a permanent punishment would follow".

Eris pauses for a moment, considering the situation. If the soldiers retain their stubbornness, she utters a cry of frustration, before hurling her knife at the foot of the leader. "This is just great, thats what this is, Burq can take a piss in full view, against regulations I might add, and here am I about to be set upon by my own allies, due to those very same regulations! There you are, here's my knife, do you want me to be kneeling when you do this or would you rather shove it in my back, so you don't see my accusing face staring back at you for the rest of your life?"

Determined to not show a hint of fear, Eris begins planning Option #2 in the light of the recent difficulty she is having. Option #2 involves a Color Spray from point blank range, which she plans on unleashing if these soldiers should prove to be far more aggressive that she expected.

Bluff: 1d20 + 13 + 5 ⇒ (8) + 13 + 5 = 26

The +5 comes with triggering my silver tongue ability, granting me +5 on my bluff check.


Take your life!? the lieutenant takes a step back, startled. Did you really misunderstand Captain Thedieu that badly?

Eris:
[/i]How daft is this woman? You'd think that she would have at least asked if that was what he really meant.[/i]

Sense Motive: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
He takes a look back at his other Hellknights, who shrug. Fine.


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Ghiv prepares for the holy ritual of Bloodletting.

Bull's Strength, Divine Favor, Shield of Faith and finally Bless.

Ghiv's Adjusted Stats:

Bulls Strength 4 minutes (+4 Enhancement Strength)
Divine Favor 10 rounds (Luck Bonus)
Shield of Faith 4 mins (+2 Deflection)
Bless 4 mins (+1 to hit and to saves versus fear; Morale)
Attacks
Sawtooth Sabre +10 1d8+6
AC 21

Ghiv will cast Invisibility finally, and maneuver to get behind the enemy as they approach.

::Praise the He Who Walks In Blood, we will cover our enemies in their own vital fluids :: Ghiv signs before he winks out into Invisibility.


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 prepares mentally for the holy slaughter, keeping his eyes peeled for incoming Hellknights while trying to remain hidden. He holds an oil of darkness ready to throw into the melee...

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19


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

Irritation shoots through Eris, she never understood how stupid people could be. These troops could have simply moved where she had told them to go, and then she and her fellow Mantis could have gone on unchallenged. Instead, they chose to get in her way, and if there was one thing Eris hated, it was people getting in her way. The trick with the secretive attempting at killing her was nice, and Eris respected the attempt, but unfortunately, she didn't look upon attempts on her life with favor, and it was time to deliver punishment.

Taking a slow step back, Eris allows a hint of uncertainty to creep onto her face, before taking a slow step backward, faking confusion, but really just giving her more room to step back and Color Spray.

"So whats it to be then?" Eris demands, waiting for the soldiers response, still happily ready to unleash a spell at a moments notice.

Ready action to cast Color Spray if Soldiers decide to take aggressive action, otherwise holding the spell.


The lieutenant scowls. Mischa, you know our orders to guard the bridge cannot be countermanded. Why don't you and I go have a little talk with Captain Thedieu once this is all over. He turns to the others with him. Hava, Kellowyn, you stay here. Fedra, with me and Mischa here.

Fedra nods and draws out a sunrod and prepares to strike it. The other two take a step back to their positions on the bridge. The lieutenant seems to wait for Eris to take the lead down the canal.

As soon as that sunrod is struck, the bright light it will generate will likely illuminate the remaining assassins who are ahead in the shadows. So, those who wish to act may get a surprise round.

And just going ahead and assuming the color spray is forthcoming:

Will save, Lieutenant: 1d20 + 3 ⇒ (13) + 3 = 16 blinded, stunned for 1d4 ⇒ 4 rounds
Will save, Fedra: 1d20 + 1 ⇒ (10) + 1 = 11 blinded, stunned for 1d4 ⇒ 4 rounds


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 mentioned before but stating it explicitly :)

Kage readies an action to throw and oil of darkness into the melee. This should counteract the sunrod.


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

Yep, was going to Color Spray


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

Assuming others are approaching, Mama tries to be just behind the front line..and within 15' of some of the guards. If anyone attacks an adjacent ally she'll use an AoO (up to max 4) to grant +4 to AC


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Ghiv should be invisible, he waits to get behind the hellknights.


Ghiv, I've assumed you've been able to move into position, thanks to your invisibility.


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

I hate to ask but how close was Ghiv to the guards when he started casting spells. Should be a pretty easy perception roll to hear it, unless you have Silent Spell or some other way to cast stealthily


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 understood it as him casting spells while I was stalling/distracting the guards. Correct me if I am wrong though.


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

We in combat now?


Yes. Except for Eris and Ghiv, the rest of you are at least 40 feet away from the bridge (at the edge of dim light projected from the continual flames. Two of the guards are on the bridge, the other two, about 10 feet closer to you, just got blasted by Eris' color spray and are stunned.


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

Have the unstunned guards spotted the rest of us?


Not until you move out of the shadows.


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

We should let them come to us then probably. Retreat Eris, and draw them in?


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 intend to, as soon as its my turn, but I just took my turn, so any movement on my part will have to wait. If Ghiv attempts combat, I'll likely stay where I am and assist via my spells.


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

Word. Let's see what they do also. Myra will ready an attack just in case.

Attack: 1d20 + 9 ⇒ (7) + 9 = 161d4 + 1 ⇒ (2) + 1 = 3


Surprise Round

Just as Fedra raises the sunrod to strike it, Eris turns and blasts him and the lieutenant with a coruscating wave of colors. The sunrod and their swords clang to the ground. Ghiv invisibly positions himself behind the two knights standing on the bridge, ready to strike.

Initiatives:
Hellknights 1d20 + 1 ⇒ (4) + 1 = 5
Bess 1d20 + 3 ⇒ (5) + 3 = 8
Eris 1d20 + 4 ⇒ (9) + 4 = 13
Ghiv 1d20 ⇒ 16
Kage 1d20 + 2 ⇒ (7) + 2 = 9
Myra 1d20 + 5 ⇒ (20) + 5 = 25

Round 1
The two Hellknights gape at the actions of Eris, and are flat-footed.

You guys are up!


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

Delaying until just before the hellknights act. My work here is (largely), done, and its time for everyone else to have some fun killing things! I'll firm up an action after I see how things look when the dust settles.


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

Stalwart, how far are we from them? Ignore the aid attack if we're more than 30' to get to her desired position. Aid ACs are using AoOs. All aids add +4

If possible, Mama hustles up behind her allies, about 15' from the Hellknights. She cracks her whip once to help one of her visible allies to hit. Then--when they're attacked--she cracks it again to keep the knights at bay.

aid to hit: 1d20 + 8 ⇒ (18) + 8 = 26
aid AC: 1d20 + 8 ⇒ (10) + 8 = 18
aid AC: 1d20 + 8 ⇒ (8) + 8 = 16

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