Hennet

"Headsman"'s page

345 posts. Alias of Cydrius.


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HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Aw. I'm sorry to hear that. Thanks for the game!

Good luck with your future games, folks!


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman, noticing the commotion, follows along with Io and the Merlin. He all but hurls himself out of the window and in pursuit.

Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10

... uh oh. Just in case this ends up being needed:

Climb: 1d20 + 11 ⇒ (15) + 11 = 26


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Has Headsman also seen the figure at this point? How high is the window from the street below, supposing that someone tried, and failed, to scale to the roof and give chase?


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman, still somewhat surprised by the revelation of the illusion, takes note as Io begins moving. Though he's not privy to the mental conversation, it is quite obvious by now that there's something else that requires notice.

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 10 ⇒ (20) + 10 = 30


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

No hurries, take the time you need.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"So... it's a fake? Sure fooled me!"

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

"Sure looks like her to me."

Meadsman moves to shake Miss Sabor awake, because that is clearly her in the bed, and the mages must be mixed up in their usual mumbo jumbo.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Does Headsman recognize her as Trinia Sabor?

"Eeesh. Deep sleeper."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman pounds a heavy fist on the door twice. "Miss Sabor! Are you in there?!"

Unless an answer comes, he plants his shoulder in the door to force it open.

STR Check (with 'Breaker' trait): 1d20 + 7 ⇒ (11) + 7 = 18


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Have a nice vacation!


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman waits by the side of the door, and nods.

"I hope nothing bad's happened to her..."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman, having stopped to lean on the wall in frustration while the others kept looking around, eyes the others, uncertain.

Heads still isn't in the network, right?


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I think we're a bit at a loss for what to do here, truth be told.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman stops for a second, pondering his weaponry. Maybe it would have been wiser to go in as a smaller group.

"We're here to protect someone, not hunt them. I need to talk to Miss Sabor, it's really, really important."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"I have an idea. Keep asking around just in case..."

Following a whim, Headsman rushes down the hallway, looking for a door that might be decorated or otherwise indicate an artist's home. The court's own entrance was dressed up like a castle's front gate. Perhaps an artistic spirit like Miss Sabor would have a similar idea.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"Hate to trouble you, old man. We're looking for Miss Trinia Sabor, and it's really, really important. She lives somewhere around here, right?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"I don't see why not. With all this ruckus, maybe we shouldn't have her come out in the open, though. Did you get an appartment number?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"... wait. 'Negotiate'? You mean those things weren't beasts?"

Headsman appears troubled for a moment, before chuckling to himself.

"... and Chamberlain says I'm grumpy when I wake up."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I think we're good to carry this until we head back to rest, no? It's not any more dangerous to carry than the +1 thingamadoodles and such we already have.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman shakes off the gore and grime he has been more or less showered with as a result of his attack, winding down from his adrenalin rush.

"Great. Now I'm going to smell like sewer pests all day."

He helps gather the valuables and shoulders a good portion of the weight as the party begins moving on.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Raging.

"Ugh! What is with this thing! Get lost!

Greataxe Power Attack: 1d20 + 12 ⇒ (20) + 12 = 32 Damage: 1d12 + 13 ⇒ (4) + 13 = 17
Greataxe Power Attack (Confirm Critical): 1d20 + 12 ⇒ (18) + 12 = 30 Damage: 1d12 + 13 ⇒ (10) + 13 = 23

As his axe finds some serious purchase, Headsman roars with laughter.

"Haha! How do you like me now, sewer pest!"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"Great. They're big AND fast."

Headsman has no choice but to drop his bow on the ground and draw his axe, aiming a massive swing at the creature's broad anatomy.

Greataxe Power Attack: 1d20 + 10 ⇒ (2) + 10 = 12 Damage: 1d12 + 11 ⇒ (8) + 11 = 19


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Woops. Sorry about the delay.
Fort save: 1d20 + 6 ⇒ (17) + 6 = 23


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Happy holidays everybody!


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"The hell are those things?!" Headsman questions the group, putting himself between the beasts and his more fragile allies, but keeping his distance.

Hardly interested in getting into melee range of such tentacles and teeth, he instead draws his longbow (, and aims for the closest of the two. While not the fanciest weapon, an observant eye might notice it to be strung shockingly tight; it has been made with a rather physically powerful archer in mind.

Composite Longbow: 1d20 + 9 ⇒ (9) + 9 = 18 Damage: 1d8 + 5 ⇒ (3) + 5 = 8


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Hey guys, sorry for vanishing on you like that. I didn't realize I'd gotten logged out and that new posts were therefore not showing for me.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

It doesn't take long for the message to reach Headsman and for the lad to show up.

"Okay, the good news is everyone here is safe. The bad news is we don't know where Miss Sabor lives. Anything on your end?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

As for the names of the court, I'll be totally honest: I'm making them up as I go and there's no consistent. The group is absolute chaos, as one would expect of a bunch of kids and teenagers, and I expect that several of them change titles on a whim anyway.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Hurrah!

I'm still following as well. I just don't have much to add right now, waiting for the party to catch up to Heads.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Yikes, thems some pricy pigments.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Show up when ready. I was waiting for the party to catch up. Also please. Headsman knows where to get the best war paint in town. Not because he's Shoan-ti. Because he's a street urchin.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Sorry if my splitting off like that is causing any trouble. With the trouble happening so close to home, I can't imagine Headsman would do anything else except rush there.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman crashes through the front door of the old court, startling a few of the kids when he nearly slams the door off of its hinges.

"Alright! Listen up! You've probably heard the big mess outside. It's not safe outside right now, and I want you guys to stay in. If you absolutely have to go out for some reason, make sure you get one of us older kids and teenagers to accompany you. Shepherd, I'm putting you on door duty. I'm serious."

With the group's attention gathered on him, he continues.

"This is really important. You guys remember Ms. Sabor, who did paintings here a few times?"

Headsman chuckles back at the memory. The painter had brought them bread and cookies, that had certainly made her popular amongst the kids.

"Does anyone know where she lives? I need to talk to her, and fast."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Meanwhile, in the Shingles...

Headsman makes his way into the Shingles, pushing his shoving his way past what is likely a gathering crowd.

This can't be good...

Any happenings here?


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman curses under his breath, as he immediately begins moving. Big chaos was bound to ensue back home at the Court, and he could only hope the kids would be fine.

Seeing as Miss Sabor is in his home neighborhood, any chance Headsman might have heard of her? Perhaps she's interacted with some of the kids in the past?

I'm going to check on the Court back at the Shingles too. I need to make sure they're staying safe.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I'll keep an eye on the crowd, in case someone gets some crazy ideas.

Unless anyone stops him, Headsman brazenly marches into the mob, eyes and ears peeled for any sign of danger or alert. With his common clothing, he, for better or worse, looks like someone who might be part of the rabble, and his experience with the streets makes moving within the crowd easy. Where someone less experienced with crowds might be pushed and shoved about by the erratic movements of a mass of people, elbows and shoulders bounce off his steady stance and he, in turn, can shove his way past obstacles.

As a reminder: Crowds do not count as difficult terrain for Heads.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman looks to the party and the children around him. He looks, most of all, towards the figure of reason that is the Doc.

Anyone with a decent Sense Motive roll:
Headsman really, really, really wants to join the protests, but is doing his damned best to restrain himself from doing so, at this could lead to repercussions towards the Court, and he doesn't want to give a poor example to the more impressional kids, especially those who aren't fourth level barbarians who can handle themselves in a fight.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"Never a dull moment, is there?" Headsman groans, donning his armor and weapons.

"What do you say we go take a look?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"Why should we be picking a side? I want what's good for the downtrodden city folk, and the queen sure ain't it. I'm okay with getting leads from what's-her-face, but I'm not signing up with the guard, you can be sure of that."

He leaves his weapons by the door and slumps into Zellara's old couch, stretching some kinks out of his shoulders.

"I say we keep going like we've been going. There's no reason to pick a side."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman gives an irritated grunt. "Figures. Treating us like cattle wasn't enough. Now she's slaughtering us like cows too."

"I'll come by the old hideout tomorrow. Tell the others to stay safe. Avoid the guard unless there's a bigger threat."

Headsman hands Messenger a pouch of coins for provisions for the old hideout and sees him off, before making his way inside.

"So, Doc. What do you make of all that?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman tags along with Yanis to Zellara's, nodding to the lookouts as he arrives.

"Good going, you two."

He turns to Messenger, an older girl mentoring the younger boy with her. "Anything big happen? We were supposed to get word from Town Crier from the Shingles on how things are going over there. Did he come by?"


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"Sounds good to me, doc." Headsman says, suppressing a yawn. "Hopefully tomorrow'll be peaceful for a change."


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

"Here." Headsman says curtly, shoving the papers at the Marshal.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman, carrying some of the letters 'for safety', stands by Yanis, and shows the aforementioned papers.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I'm good, Headsman wouldn't want to do these kinds of stops where the party can see him, hahaha.

"... that was easy." Headsman shrugs as the party steps out of the ship.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Lazily leaning against the wall, Headsman turns to Yanis.

"So, 's that what we're looking for?"

Having never been much of a reader, he makes no motion to take a look at the letters himself.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman has no objections.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I'm keeping my guard up, but I figure he's just protecting his own stakes in this too. I'd want my men as backup too, if I was in his place.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I smell a rat...

Headsman remains silent, but his frown speaks volumes.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

Headsman stands strong and silent, eyeing Barvasi carefully.

Looks like a strong guy. That's not the expression of an overconfident thug.


HP 40/49, Rage 11/11, Init +4, Per +10, AC 19/15/15 (U-D, +1 dodge with 2 adj. allies, +1 danger sense), Fort +6, Ref +5 (+1 w/ 2 adj. allies), Will +5, 3 Harrow Points (Peacock/Rabbit Prince)

I'm going to go with Io and Merlin here. Heads is more the kind to step in when things get ugly. I'll let our socialite alchemist speak first.