Nameless Assassin

Hei-wa's page

86 posts. Alias of stormraven.


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HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

I'm going to contact Paizo and ask them to deactivate this game, unless you guys mind.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

It is looking pretty bad.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

I've heard nothing. :(


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa tries to keep the pressure up with a series of kicks to the old thief’s jewels and kneecap.

FULL: FOB

BOOM:
FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: Inspired
HIT #1: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 | DAM: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
HIT #2: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 | DAM: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Status:
HP: 7 / 12 | AC:18-2 AC:16 / T:16 / FF:12 | CMD:18/14 (Charge) : -1 non-lethal
Stunning Fist (1): x

Effects:
Inspire = +1 to attack, damage, and saves vs. fear


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Gah! I missed adding Trinity's Inspire bonus to my attacks and damage! I must now be flogged with wet noodles - preferably capellini.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa presses into the corner next to Lamm and fires a flurry of punches at the dazed criminal.

FREE: 5’ (on map)
FULL: FOB

BOOM:
FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: none
HIT #1: 1d20 + 4 ⇒ (12) + 4 = 16 | DAM: 1d6 + 1 ⇒ (2) + 1 = 3
HIT #2: 1d20 + 4 ⇒ (12) + 4 = 16 | DAM: 1d6 + 1 ⇒ (2) + 1 = 3

Status:
HP: 7 / 12 | AC:18-2 AC:16 / T:16 / FF:12 | CMD:18/14 (Charge)
Stunning Fist (1): x

If Lamm does anything that draws an AoO, let me know. I'm happy to roll for that. :D


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa stares at the crossbow bolt in his shoulder… then charges before the gator can get set to attack and the old man can reload. He can only hope the walkway isn’t trapped as he sprints up to the old man and tries to deliver a stunning hooking heel kick to his head.

BOOM:
CHARGE: Unarmed Strike (crit: 20/2x | B) Monk
Mods: none
HIT #1: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 | DAM: 1d6 + 1 ⇒ (4) + 1 = 5 Charge
+ Stunning Fist (Fort Save vs DC:12) or be Stunned for 1 rnd (until my next turn).

Status:
HP: 7 / 12 | AC:18-2 AC:16 / T:16 / FF:12 | CMD:18/14 (Charge)
Stunning Fist (1): x

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa pops open the door and tries to dive into the room before anyone inside is aware he's doing it.

Escape Artist: 1d20 + 7 ⇒ (20) + 7 = 27

Status:
HP: 10 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa glances at Trinity in mock outrage. "Locked? It's like he doesn't trust people."


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa signals Trinity to join him at the door where he whispers, ”Do you see anything that looks like a trap here?”

Perception (looking for traps): 1d20 + 6 ⇒ (12) + 6 = 18

Status:
HP: 10 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa treads water and looks over at Odver in the expanding pool of shark’s blood, ”I’ll try to avoid angering you. What a strike.” He smiles and paddles over to the walkway. With an initial slip on the wet boards he manages to pull himself from the water.

Climb vs DC15: 1d20 + 5 ⇒ (9) + 5 = 14 fail
Climb vs DC15: 1d20 + 5 ⇒ (12) + 5 = 17 success

At Yelena’s offer, the Tian indicates she should hold onto her potion as he pulls the bottle he received earlier. He quaffs the potion and the majority of his wounds knit.

CLW Potion: 1d8 + 1 ⇒ (7) + 1 = 8

Hei-wa stays to help some others get out of the water before…

Climb Aid Another: 1d20 + 5 ⇒ (8) + 5 = 13
Climb Aid Another: 1d20 + 5 ⇒ (7) + 5 = 12

Moving up to the door and listening.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Status:
HP: 10 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)
GM Whiterose wrote:

Get Ready to buckle your swash's!

I've decided to run Skull & Shackles as my next campaign. Same build rules as this AP (including 15+1d4 point buy). If you're interested, you all have a place reserved. I'll take five players beginning probably the week after the holiday. So let me know what you want to play and we can go from there.

Yo ho ho... Would you be open to a Goblin PC? I'm thinking of tweaking Eli here to meet your build parameters, if you are OK with a gobbo.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)
Trinity Vladu wrote:
Might want to climb out of the water and onto the walkway. From there, the shark might be susceptible to a ranged attack.

Love to... but the movement will draw an AoO which is a hit I can't afford at the moment. I'm going to give punching this beast one more go before I risk that.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

LOL! Fortunately, it isn't Covid - been there, done that... twice. Just a vicious cold that targets ninjas that dive into shark-infested sewer water.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

I'm getting better... thanks!


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Round 2

With the shark... uh... 'floundering', Hei-wa delivers a couple elbow smashes to its head.

FULL: Smack da shark!

BOOM:
FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: none
HIT #1: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 | DAM: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 Inspire
HIT #2: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 | DAM: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Inspire

Status:
HP: 7 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Sorry for the delay, guys. I was out of town and then got sick on my return. I'll post now.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

As the shark surfaces to attack Odver, Hei-wa pounds on its toothy snout…

FULL: Smack da shark!

BOOM:
FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: none
HIT #1: 1d20 + 4 ⇒ (7) + 4 = 11 | DAM: 1d6 + 1 ⇒ (4) + 1 = 5
HIT #2: 1d20 + 4 ⇒ (20) + 4 = 24 | DAM: 1d6 + 1 ⇒ (1) + 1 = 2 crit?
Confirm: 1d20 + 4 ⇒ (5) + 4 = 9 | +Crit DAM: 1d6 + 1 ⇒ (5) + 1 = 6 guessing NOT

Status:
HP: 7 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

FYI, I'm out of town through Wednesday. My posting may be sporadic until then.

In broad strokes, if you want to bot me, Hei-wa will ask folks on the team to cover him with bows or whatnot as he drops down to the walkway below. I'm wondering if there is something nasty and gator-like in the water.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

I'm assuming the hole is this big rectangle we're standing beside, so we should be OK to drop down through it... but we'll need the GM to confirm that.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa pulls his head from the hole in the floor and sums up his conclusions. ”There’s a walkway down here. It goes between the boat and a door on the landbound side of the fishery. I think that may lead to Lamm’s lair… He could be in either location or neither. It’s a shell game. Since we can get aboard the ship from the dock, my guess is that’s the front door he wants people to go through. That’s where you set traps. Jamis said that anyone sent down below never comes back. If Lamm is in the ship and we choose to risk the possible traps, I think we should split up – with some of us approaching from here and the rest going aboard the ship from the dock. That way he can’t escape. OR we can assume Lamm is in his lair and avoid the boat entirely by going down here and heading straight for the door. We need to choose a course.” It’s clear Hei-wa plans to abide by a team decision.

He adds, ”I’m in favor or dropping down here and going straight for his possible lair. I feel he’s more likely there then holed up aboard the boat.”


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

"If I were Lamm, I wouldn't build a 'den' with only one escape route. Maybe he can drop straight into the river or he has a path below the docks that ends a couple blocks from here. We will have to find his den to learn the truth."


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)
GM Whiterose wrote:
Right now I'm leaning towards Iron Gods because I'm digging the whole, old school, Expedition to the Barrier Peaks vibe.

Always pick the game you will enjoy GMing the most.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

I don't know much about Iron Gods except for the basics of the plot. I've played the beginning of Skull & Shackles a couple times and really enjoyed it. If you are flexible on the acceptable races, I've got a starry-eyed gobbo fisherman who wants to learn to buckle his swash.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

”There is no true loyalty among Lamm and his minions - as we saw already. If Lamm is still here, I suspect it is because he is certain that the remaining traps, guards, and his own skills will finish us.”


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Thanks!

After sizing up the pass-through, Hei-wa closes the hatch and sits back on his haunches. He regards Trinity with a half-smile, "So much for a risky two-pronged attack... Let's rejoin the others."

Back with the Entire Team...

While waiting for all of the family reunions and tentative plans for the rest of the children to run their course, Hei-wa searches the fish-room for any secret entrances to Lamm's lair below the building. He doesn't relish coming through the almost-certainly trapped front door on the boat.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

While I’m in the office area, I’ll check out the trap-door used to lower food down to Lamm. Is it big enough to fit a human being? Can we see into a room down there or does it appear to have a door below as well?

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa leaves the room discreetly to alert Tawni, move the prisoners into the backroom, and ensure they are all deeply unconscious. He returns a few minutes later and nods discreetly to the team to indicate the job is done.

He's both gladdened and discomfited by the family reunions, knowing his reunion will only happen once he's passed the veil of this life.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

”They could stay with Tawni while we conclude our business here… If Tawni’s friends will not bother them.”

In other words, Hei-wa should head back to Tawni and make sure all the prisoners are VERY unconscious. If any of them wake up, they might cause the kids to panic. We could leave them out and trussed up in the back bunk room. Then the kids hang with Tawni while we finish up here.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa steps away from the children, leaving matters to the families.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa is out of his depth and he know it. Reassuring children is NOT in his skillset. He raises his hands slowly to show he means no harm... but he doesn't drop his guard and his feet are ready to lash out at any sign of danger, likely from the older kids.

He tries to plaster a warm look on his face, "I'm Hei-wa. We're here to help you, not hurt you."

Diplomacy: 1d20 - 1 ⇒ (10) - 1 = 9


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

OK, if I understand it correctly, we are 10’ off the deck…

Hei-wa stops and listens, trying to figure out roughly where the voices are located below them. He casts a long look at the team then points to the two visible exits from the room. He mouths Move FAST. He holds up three fingers and starts counting down silently – closing fingers until his hand is a fist. He gives Trinity a small, uncharacteristic smile… then vaults over the railing, spins in the air (trying to land facing where he thinks he heard voices), and drops to the floor below.

”Surrender and you won’t be hurt!”

MOVE: Jump
STAND: READY a punch for any adult close at hand.

BOOM:
Acrobatics vs DC:15: 1d20 + 7 ⇒ (16) + 7 = 23 No DAM taken for first 10’

READY: Unarmed Strike (crit: 20/2x | B) Monk
Mods: none
HIT #1: 1d20 + 4 ⇒ (12) + 4 = 16 | DAM: 1d6 + 1 ⇒ (4) + 1 = 5

AoO (if I get lucky): Unarmed Strike (crit: 20/2x | B) Monk
Mods: none
HIT #1: 1d20 + 4 ⇒ (15) + 4 = 19 | DAM: 1d6 + 1 ⇒ (1) + 1 = 2

Status:
HP: 7 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa sneaks along the catwalk, eyes scanning below the adjacent catwalk and among the barrels and crates for enemies.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 6 ⇒ (18) + 6 = 24


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa passes through Bloo’s bedroom (aka the hallway) as quietly as possible. At the far door he listens again before opening the door.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

FWIW, I'm not trying to steamroll the action or ignore the searches. I just want to avoid holding the action up as the scout if I'm work-busy when everyone is ready to proceed. So please assume that Hei-wa 'moves on' when everybody is ready.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Cheers to the graduates!


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa heads over to the door in the adjacent room and listens at it before opening it, half-expecting to find it is a broom closet.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa does some squats and stretches his limbs carefully, testing them. His assessment is honest, "I'm... OK. I'd rather not waste a drop until I truly need it."

He accepts Gerinel's bottle. "Thank you. I'll use it wisely." He keeps the bottle in hand.

Guys, any thoughts on where to go next? There are two door on this level that we could try before heading downstairs or should we press on and just head for the stairs? Gerinel, are you voting for checking out this level?


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa raises the flask like a toast then pours the contents down his throat. The teeth marks in his leg begin to knit closed.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Seeing the stairs down, he remarks, "We know that other beast is downstairs... Should we search all of this floor first?"

Status:
HP: 7 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa rolls to his feet and clamps a hand on the toothy gash in his leg with a grimace. He nods his thanks to Trinity, Gerinel, and Odver.

He looks at Bloo, voiced tinged with real regret, "Sorry, pup."

I'm at 3 HP. I'm happy to push on and press my luck, but a stiff wind will likely knock me down.


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Blood loss was making him light-headed. ”I’d like to get up but that dog will be on me.”
One more bite like that and I’m out. Hei-wa takes a calculated risk, punching at the dog’s exposed underbelly since he was already on the floor.

FULL: FOB (Dog)

BOOM:
FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: none
HIT #1: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5 | DAM: 1d6 + 1 ⇒ (5) + 1 = 6 Non-lethal, prone
HIT #2: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13 | DAM: 1d6 + 1 ⇒ (6) + 1 = 7 Non-lethal, prone

Status:
HP: 3 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

While he’d rather not hurt an animal – even one with big teeth – their mission requires haste. Hei-wa pauses long enough to give his allies a chance to get control of the dog before he fires off additional kicks, designed to knock the dog out instead of killing it.

Hei-wa DELAYS until the rest of the team has gone… If they get the dog under control, I won’t attack. Otherwise…
FULL: FOB (Dog)

BOOM:
FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: none
HIT #1: 1d20 + 4 ⇒ (12) + 4 = 16 | DAM: 1d6 + 1 ⇒ (4) + 1 = 5 Non-lethal
HIT #2: 1d20 + 4 ⇒ (10) + 4 = 14 | DAM: 1d6 + 1 ⇒ (2) + 1 = 3 Non-lethal

Status:
HP: 8 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Pretty sure the fierce dog is not going to give him a friendly lick, Hei-wa’s foot lashes out in a set of hasty kicks.

FULL: FOB (Dog)

BOOM:

FULL: Unarmed Strike (crit: 20/2x | B) FOB, Monk
Mods: none
HIT #1: 1d20 + 4 ⇒ (4) + 4 = 8 | DAM: 1d6 + 1 ⇒ (4) + 1 = 5
HIT #2: 1d20 + 4 ⇒ (7) + 4 = 11 | DAM: 1d6 + 1 ⇒ (4) + 1 = 5

Status:
HP: 8 / 12 | AC:18 AC:16 / T:16 / FF:12 | CMD:18/14
Stunning Fist (1):

Effects:
x = none


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Covering his mouth and nose with his scarf to keep gagging to a minimum, Hei-wa slinks to the door on the north wall to listen.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 North Door


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa doesn't bite at Giggles' bait, seeming unperturbed. He applies a chokehold and starts pressing into the half-orc's neck. "If you were any sort of man - or had a shred of honor - I'd consider it."

IUS DAM (nonlethal): 1d6 + 1 ⇒ (3) + 1 = 4


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

The Tian offers up his potion for Tawni's use. Given the swashbuckler's worn appearance, Hei-wa isn't confident that he could handle the half-orc or any of his friends showing up.

He glares at Giggles' efforts and insults then stands, announcing quietly to his allies, "I'm not going to kill him... but he clearly only learns the hard way."

He moves swiftly over to the half-orc and delivers a set of flat-punches to Giggles' sternum, briefly disrupting the rhythm of his heart. Then prepares to put him in a sleeper hold if necessary.

IUS DAM (nonlethal): 1d6 + 1 ⇒ (5) + 1 = 6
IUS DAM (nonlethal): 1d6 + 1 ⇒ (5) + 1 = 6


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa takes and places the potion bottle in his bandolier with a nod of thanks.

Ready to test the door!


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa's glance shifts from the door to Trinity to the gnome and back again. He says quietly. "He is alive. I suspect that is a mistake - leaving breath in any of them. I won't be surprised if turning them over to the Watch is the same as freeing them. But I understand your hesitancy to kill and I will respect it, for now."


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa maintains his watchful silence of the latest victim of Lamm’s treachery and notes the name - Trask. He turns his attention to the bound gnome. ”Here’s my counter-offer…” Noting the team’s seeming preference for leaving these men alive, he wraps a practiced arm around the gnome’s neck and applies pressure, cutting off the gnome’s air supply while simultaneously compressing the arteries, denying blood to his brain. He’ll be dizzy in 30 seconds and unconscious in less than a minute unless he understands exactly what’s happening and knows the counter-technique.

I can roll non-lethal unarmed damage, if you prefer. Basically, I think putting the gnome lights out is the best course of action.

Once the little thief slumps into unconsciousness, Hei-wa pokes his face to make sure he isn’t faking and then gently releases him.

He nods and moves to the southwest door to listen at it before attempting to open it.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23 SW Door


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa says with finality, "No deal. I do have a counter-offer..." His voice trails off as he fires a hard look at the door and dock beyond, then he cat-foots to the doorway, sliding past Trinity to confront whoever is outside.

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24


HP:12 | AC:16 ; T:16 ; FF:12 ; CMD:18/14 | Fort:+3 ; Ref:+5 ; Will:+2 | Init:+3 ; PER:+6 (Low Light)

Hei-wa clenches a fist at the gnome’s words and he considers snapping the thief’s neck. Instead, he tucks the gnome’s kukri in his belt and scruffs the gnome by the back of his neck then starts walking Hookshanks back into the building. He says quietly, If you resist, no one here will stop me from sending your soul to Hell.” It isn’t a threat, it sounds more like he is reciting a boring fact.

CMB to Grapple: 1d20 + 2 ⇒ (20) + 2 = 22

Hookshanks gets an AoO.

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