"You have given up long ago. Trying to escape the consequences doesn't suit you"
He reloads, and, unless stood down by one of his teammates, shoots to kill. The other twin will be easier to manage knowing he alone survives, after all.
Nodding to Ketsu "Don't bother with that one - he is in over his head. Only now, with his sister missing, it's starting to dawn. I imagine the feeling must be terrible" but it turns out only Hammid's aim is, well, terrible...
Power Shared Hand Crossbow (P, 1h, 1r, 60-ft) vs Twin (Maledicted?):1d20 + 26 ⇒ (1) + 26 = 273d6 ⇒ (2, 1, 6) = 9
~) Resist Fire [7], Darkvision
◆) Sustain Malediction(to 20-ft @ -1 status AC vs enemies w/in radius)
◆) Stride
◆) Strike
~) Moonlight Spellcasting Reserve
☀️✝️❦☠) Focus @ ☑□, Font @ □□□□□, Cloister @ 1□□/2□□/3□□/4□□/5☑□/6□□/7□□/8□□, Vernai @ 1□□/2□□/3□/4□/5☑
"The door!" Moonlight warns his friends, and gazing at the interlopers about to burst through, clenches his gauntlet, causing the fires of Ng to engulf the twins!
Basic Reflex (DC 36) vs Shirota / Zaiho (6d6 fire or spirit-fire plus 2d6 persistent):6d6 ⇒ (1, 6, 5, 2, 2, 5) = 21
"Cute" Moonlight suppresses a smile as the 'everybody leaves' gag completes itself, reluctantly impressed, but getting his jabs in none-the-less "Suffered, we have already, by the inconvenience of faking our own deaths. You are just weak-minded enough to complete a failed coup d'état. May you now serve the Blood Mistress and He Who Walks In Blood as just another nameless mark!"
Moonlight lifts the purses of the three wealthiest looking people in the crowd, then plants them on the three poorest looking people in the crowd. Then he shouts: "Thief!"
Thievery (M) w/ Ageless Patience (+2) vs Ledger (DC ??):1d20 + 26 + 2 ⇒ (10) + 26 + 2 = 38 Will Hero Point if Fail
Plunk!
Yoink!
A masked man casually brushes by, clearly busy with some preoccupation and looking at the boats briskly, ignoring the well-rehearsed speech. As soon as he is up one pier, he is back, and already down another...
Prior to setting out, Hammid meditates to reduce his presence of his ego, allowing it to disappear into his core. Wearing no disguise (beyond the mask that most have come to accept as his defacto face), he simply sticks to the outskirts of the dock, keeping his eye trained on the action inside...
"Ensure yourself that a favor granted is one returned..." he gives her an eyebrow, expecting his legendary reputation to proceed him, that his own years of work consolidating his own network of spies and thieves might be reciprocally put to her future employ.
Now that he's a wanted man who has faked his own death, how would he be able to gauge whether his contacts won't betray him?
Eyes of the City:
You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you're trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.
Leverage Connections:
You know the right people who can get things done for you in certain circles. Once per week, when you're in an area that has an established group of influential nobles, mercantile elites, or the like (if you have Courtly Graces), or a network of unsavory characters such as a thieves' guild (if you have Streetwise), you can use Society to Request a favor or aid from those people as if they were friendly to you. Your request must make sense for the type of people you contact. For instance, a member of the royal court could secure you a proper invitation to a fancy ball, while a local burglar could point out a way to stealthily infiltrate that same party. If you critically succeed this check, your connection gives a piece of helpful advice or lets you in on a small secret, granting you or a member of your party a +2 circumstance bonus to the first skill check you attempt when acting on the favor. If you critically fail this check, you might have to perform some service for your connection to get back in their good graces, as determined by the GM.
Underground Network:
You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you're using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or the specifics of the network you're tapping into.
Foreseeing great opportunity to defend, or replace, the Blood Mistress, our conspiratorial hero communes first with the Mysterious Ng before He Who Walks in Blood.
"Mysterious Ng! That I will never know nor understand your motives and movements, trust now that you may be unable to predict mine. A great upheavel plagues the ranks of the Red Mantis, the organization I have all these years infiltrated, seeking to place myself at the center of their Great Libray of Profane Lore. Today, I pray that my Commitment to Wander be blessed by your Invisible Gauntlet. There is No Knowledge that is not Power!"
"He Who Walks in Blood! That the Deity of War should fall by your Sabre is a Testament to the Fear that All should feel for you. I, your Humble Servant, come now to the Defense of the Greatest Organization that carries out your Divine Will. Know that those who seek to Sow Seeds of Discord will come to a Bloody Reckoning. May our Conduct continue with the Integrity only those in the Highest Profession can Embody!"
In the morning, new insights come with his understanding of magic, as walking the thinnest path between Gods has taught him that the truest expression of magic must be flexible!
Daily Preparations:
Divine Assassin Magic
The following spells prepared into Slots:
Vernai in Training
Cantrips (□□) @ Figment, Shield
Rank One (□□) @ Sure Strike x2
Rank Two (□□) @ Sure Strike x2
Rank Three (□□) @ Sure Strike x2
Rank Four (□) @ Translocate
Rank Five (□) @ Darkvision (daily)
☠☠☠ ☠☠☠ ☠☠☠
Cloistered Divine Magic
The following spells prepared into a Collection:
The Gauntlet (2 blasting spells)
Cantrips @ Divine Lance, Void Warp
Rank Four (□) @ Divine Wrath [4+]
Rank Five (□) @ Divine Immolation [5+]
Mysterious Mercy (5 healing spells)
Rank Two (□□□□) @ Cleanse Affliction [2/3/4], Clear Mind [2/4/6/8], Sound Body [2/4/8], Sure Footing [2/4/6/8]
Rank Seven (□) @ Regenerate [7/9]
Divine Font (□□□□□□) @ Heal
Strange Insight (2 knowledge spells)
Cantrips (□□□□□) @ Detect Magic, Know the Way, Read Aura
Rank Two (□) @ See the Unseen [2/5]
Rank Three (□) @ Organsight [3+]
Cursed Fortune (5 hexing spells)
Rank One (□□) @ Command [1/5], Malediction
Rank Three (□) @ Vampiric Feast [3+]
Rank Six (□) @ Dominate [6+]
Rank Seven (□) @ Tempest of Shades
Obscured Travel (2 stealth spells)
Rank One (□) @ Vanishing Tracks [1/2/4]
Rank Two (□) @ Invisibility [2/4]
Society (Legendary, Humbug Pocket) to Manufacture Evidence (DC 34):1d20 + 29 ⇒ (12) + 29 = 41
Hammid seeks privacy, and disrobes, donning the vestements of a Gorumite, tying a new mask from fabrics around his yet-hidden face, and dresses an elven corpse in his discarded robes.
He mutilates the corpse's face only slightly, to give the impression that the man behind the mask was "scarred" and exposed for the first time. Whether or not his real face is truly scarred remains a secret...
"Perhaps I misjudged you" smiling behind his mask "May our paths cross under different circumstances then" he bids him farewell with "Our Blood Mistress is fortunate to count a handful of Friends among the sea of Spies"
When he gets to Ilizmagorti, after studying the unsigned contract himself, he activates his own network of spies: Q) Has anyone any information on those responsible for requisitioning this forgery?
"Perhaps I misjudged you, Vatum. Thank you for defending us against the counterinsurgency" he straigtens "I ask: What reason does some conspiritor have to replace our Blood Mistress? Surely it's not as simple as mere ambition unfortunatley mitigated by a profound absence of patience. There must be an ulterior..." Hammid his draconic ally.
After he has his answer (or evasion?), our shady double-cultist collects a few items from the fallen kitsune...
~) Tempest of Shades(Departure: All enemies 100-ft Will save DC 32 or frightened)
◆◆) Organsight
◆) Hasted Strike
◆) Reload
↺) Blood Vendetta(first assassin to trigger)
Power Shared Hand Crossbow (P, 60-ft) w/ Anthem (+1/+1) vs Green Assassin:1d20 + 24 + 1 ⇒ (9) + 24 + 1 = 343d6 + 2 + 1 ⇒ (5, 4, 5) + 2 + 1 = 17
Upon being encountered by the would-be assassin-assassins "Dishonorable wretch!" he spits "Come to poach our glory rather than earn your own keep. That mistake will not only cost you your lives, but also your souls!"
"We invoke not the wrath of this avatar's god - that is what you are feeling" Hammid shifts uneasily "Let us make haste to return immediately" he looks around, wounded, but ready to get on the move.
Herald of two Gods - fighting a Third! - Hammid plunges unholy sabre and unholy gauntlet into the armored avatar - creating sufficient distraction for his allies to get in additional surprise attacks!
◆) Stride
◆◆) Strike x2
~) Flickering(Resistance 5 all damage; 10 foot random teleport end of turns)
↺) Divine Rebuttal
Preparing to go into melee before the Wall of Force goes down, Hammid switches weapons. When Gorum comes crashing through, he disappears… …and reappears on the other side!
Trigger: Your ally is about to roll a saving throw against a magical ability of a creature you’re adjacent to
Requirements: You are wielding your deity’s favored weapon
You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity’s favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).