Pontia Runario

Ifris Lanvaldan of the RHC's page

37 posts. Alias of Anderlorn.


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HOLD THE LIGHTHOUSE! - ROUND 10
HP 20/24; AC 22/13/19; F+4/R+5/W+6
Conditions: Armor and Sword Manifested
Action: Pour Oil on the Traitorous Pigs!

"Constable Muhnee, get yourself healed up. You look like you need a tourniquet around your neck!" Ifris looks at Anneca, "I will help you and Constable Atherton pour the oil!"

Soldier DC 10 to Pour Oil: 1d20 + 6 ⇒ (14) + 6 = 20

"BOIL ALIVE YOU TRAITOROUS SCUM! SEE WHAT THE AFTERLIFE WILL FEEL LIKE FOR SH** LIKE YOU!"

Oil 3/3


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DM Vord, are the hand grenades timed based or impact based?


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HOLD THE LIGHTHOUSE!
HP 20/24; AC 22/13/19; F+4/R+5/W+6
Conditions: Armor and Sword Manifested
Action: Checking and waking up Constable Jackson

Ifris rushes upstairs, "Constable Jackson are you on your feet or your dead?!" When she gets upstairs, she times the light, sees him on the floor, and then drags him to the second floor to revive him. "Constable Jackson on your feet! Stop taking a nap! We still have a fight!"

She lightly slaps his face a few times and pours water on his face from her canteen trying to get him to wake up, "You Ain't Dead Yet! Wake Up Jackson I need you to either focus the light house light on the Sea Path to blind them traitorous fools or start building traps inside!"


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PRE-INITIATIVE FREE ACTION

Hearing the signs of troop movement, Ifris moves into action, "Constable Summers once those three outside stop talking to the seagulls and get their arses in here, start on the remaining barricade! I am going to check up on Constable Jackson!"


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I am glad the Air Elemental is doing something! I was trying to save my last grenade for another conscript assault and I hope this works.


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"YOUR DAYS ARE NUMBERED HALFLING!"


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FREE ACTION SPEAKING

Ifris sees another cloud forming and relieved she was not attacked yet, "Constable Summers, can your air whatchamacallit help us while Constable Muhnee assists outside? Perhaps maybe with this smoke or help us clean out the rat?"


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This ... Ifris responds ok, hurry up, we may need help in hand signals!

Should have been this ... In hands signals, Ifris responds, "Ok, hurry up, may need help in here."


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PRE-IFRIS INITIATIVE

As Ifris regains her composure, she smirks with some satisfaction that her estimation was correct of where the assassin would be and drew first blood on the assassin. She thinks to herself if her estimation will pay off again but she will have to wait and see. Surely the assassin is going to want pay back for the pain Ifris caused him. She readies herself for whatever comes next.


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HOLD THE LIGHTHOUSE!
Initiative Bottom of order, Round 9.0
HP 20/24; AC 22/13/19; F+4/R+5/W+6
Conditions: Armor and Sword Manifested
FA: Speak
MA: Move to K-14
SA: Throw Pellet Grenade at H-I/15-16 hoping to his Ilton the Assassin.

Ifris walks moves half-way between the lighthouse door and the smoke filled stairs (K-14) to make sure what she is about to do does not comes back on to Willem or Anneca. Hoping to blast Ilton out of hiding or at least injure the little pr***, she throws a pellet grenade to the top of the stairs between the first floor and second floor (H-I/15-16) trying not to be blasted by her own grenade but cover both the 1st level stairs and part of the second level, "I do hope this gets the little pr*** or at least makes him deaf. And next time, we need to acquisition gear that will help us see the hidden!"

Grenade Throw: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Grenade Damage: 3d6 ⇒ (5, 2, 5) = 12

She then gets on her toes to dodge a grenade that may come back on her.

Pre-Reflex vs DC15 just in case: 1d20 + 5 ⇒ (20) + 5 = 25

Now why didn't I get the 20 for to hit roll ... lol


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I'll post this morning for Ifris, sorry if waiting for me. I had to see the dentist yesterday for wisdom teeth extraction dry socket and had a lot of pain prior. Then about 3 to 4 PM, I fell asleep for a while because I had some sleep to catch up on after having painful nights awake.


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This game sometimes has nothing to do with good sound strategy, skill, or not, it all comes down to whether you are lucky or not like double 20 McGraw Emerson. I have never had double 20s in Paizo yet, let alone too many 20s ... lol


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Ifris is going to throw a grenade between first and second floors to have blast come a little ways down the stairs to the first and second. Where does she need to stand to throw the grenade to do this without getting injured. Also, I imagine the structure can take a grenade since it is built from stone? I am guessing Ilton is at the top of the stairs on the second floor about to come down stairs and that is where she want to throw it. At least that is her guess and about the timing of it all.


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Ifris will go after Willem can safely join the group on the first level.


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Hold the Lighthouse!
Initiative 22, Round 8.8
HP 20/24; AC 22/13/19; F+4/R+5/W+6
Conditions: Armor and Sword Manifested
FA: Speak
MA: Standby Lighthouse Door
SA: Add to Lighthouse Barricade

Ifris yells to those still outside, "HUSTLE UP YOU ALL, GO HELP CONSTABLES JACKSON AND MUHNEE UPSTAIRS! I WILL SECURE THE DOOR ONCE YOU GET IN!"

After the rest of the party moves into the lighthouse, Ifris will secure the Lighthouse Barricade and Door.

ADD To RED BARRICADE - DC10 (STR): 1d20 + 3 ⇒ (6) + 3 = 9

+1 Point to Barricade, after Party moves in.


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HOLD THE LIGHTHOUSE! - ROUND 8
FA:Order Withdrawal
MA:Withdraw to Red Zone
SA:Battle

Ifris cuts down any of the remaining rebels and then shouts, "Withdraw to the lighthouse, we are exposed and we can further fortify the light house! We have better chances of survival in there than out here! There is nothing to slow the next wave of attacks!"


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HOLD THE LIGHTHOUSE! - ROUND 7

FA: Speak
MA: None
SA: Battle

"OH WHAT WE HAVE HERE IS A BUNCH OF RABBLE WILLING TO DIE FOR A TRAITOR SO THEY CAN DIE DISHONORABLY AS TRAITORS. YOU KNOW, THERE IS A SPECIAL PLACE IN THE UNDERWORLD FOR TRAITORS. AND WE ARE GOING TO SEND YOU THERE!"

Ifris stabs through any opening in the barricade that will allow her sword to sink in deep to any rebel close enough and alive to eat her blade.


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Hold the Lighthouse! - Round 6
FA: Speak to Johnathan
MA: None
SA: Waiting for repel rebels off Exterior Barricade.

Ifris looks at Johnathan, "Constable Jackson, can you now trap the exterior barricade to help repel the rebels?"


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Hold the Lighthouse! – Round 5
FA: Speak
MA: Hold at the barricade until everyone is ready to move inside.
SA: Continue to set up barricade on Lighthouse Exterior (Yellow Area)
Continue to set Barricade DC10(STR): 1d20 + 3 ⇒ (7) + 3 = 10

"Aye, let's be ready for the next push! I will stand by you all until we are ready to transition inside for the next phase of the rebel attack." Ifris throws more on the barricade and re-manifests her blade readying for melee combat.

LOL, the same roll, +2 more points to the exterior barricade (really +1 since the barricade is now at max - 20/20).


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Hold the Lighthouse! – Round 4
FA: Speak
SA: Continue Fortifying Exterior Barricade

Ifris decides to use an alias instead of Constable or Wil, and a tad insulting by indirectly calling the rebels non-citizens.

Ifris yells, "AYE AYE CITIZEN, KILL ONE OF THEM SOB TRAITOROUS PIGS FOR ME!"

Ifris throws more on to barricade...

Continue Set Barricade: 1d20 + 3 ⇒ (18) + 3 = 21

+2 to Barricade


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Hold the Lighthouse! – Round 3
FA: Mumbles something
SA: Continue to set up barricade Outside the Lighthouse (Yellow Area)
Continue Set Exterior Barricade DC10 (STR): 1d20 + 3 ⇒ (6) + 3 = 9

Ifris tries to heave more heavy barricade material into place but catches on something and tears have of it apart. Ifris face turns read with anger and mumbles something under her breath.

IFRIS?! - +1 Set Exterior Barricade


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Hold the Lighthouse! – Round 2
FA: Mumbles Something to herself
SA: Continue to set up barricade Outside the Lighthouse (Yellow Area)

Shivering, the former Marine now constable presses on and mumbles something to herself, ::"Get it together Marine! If you don't mind, it doesn't matter! Defeat is not a word in a Marine's dictionary!"::

Set Exterior (Yellow) Barricade DC10 (STR): 1d20 + 3 ⇒ (12) + 3 = 15

And she does indeed get it together this round, adding (2) more Points to the exterior barricade


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HOLD AND DEFEND THE LIGHTHOUSE! - Round 1
FA: Speak
MA: Moving within the Yellow Zone or Outside Lighthouse
SA: Build Barricade to Stop/Channel Enemy Movement outside of Light/Gatehouse

Knowing that Constable Hill is properly responding to the situation and Emerson being Ifris' friend, she responds in a military manner, "Aye Aye Constable Hill!" She then proceeds outside and uses her strength to help assemble the barricade apparatuses into place.

STR DC 10: 1d20 + 3 ⇒ (2) + 3 = 5

Still shivering from the "ice cube" spell, Ifris finds it a little harder to move the barricade apparatuses into place and manages only to slightly improve the barricade.

+1 Point to Outside Lighthouse barricade


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Axis Mission – Holding the Gatehouse & Lighthouse!
Round 6, Initiative 20
hp 24(4); AC:22/T:13/FF:19; Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire, Shivering, drown rat appearance, (4) points non-lethal
FRA: Assist with securing the Lighthouse and she will stand guard in the gatehouse unless she is called to help in the lighthouse since the gatehouse is currently more important.

Ifris stands in the inner door frame between the two houses, "I will stand guard in the gatehouse to keep the rebels away from the gate gears! However call me, if you need me to assist during battle!"


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Axis Mission – Take the Seawall & Lighthouse!
Round 7, Initiative 20
hp 24(4), AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire, Shivering, [ooc]drown rat appearance, (4) points non-lethal
FA: Speak
FRA: 1st try stairs into light from gatehouse. If locked or whatever, then go around to front door of the lighthouse, go in, and yell up to Anneca.

Ifris nods to Gemma and then growls at Willem letting him know she isn't blind. In response, Willem smiles as she runs to the interior gatehouse to lighthouse door, and tries to go through. If locked, she then runs or starts running for the long way around through the front doors. If she is able to get into the light house, she yells up, "Constable Summers, get ready for the pyrotechnics to signal the fleet. Constable Atherton is at the Gatehouse controls and is attempting to open the gate."


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Axis Mission – Take the Seawall & Lighthouse!
Round 6, Initiative 20
hp 24(4), AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire, Shivering, drown rat appearance, (4) points non-lethal
FA: Speak
FRA: Run to L-9

Ifris smirks to Willem then runs to L-9. She stops and looks at Gemma and whispers, ::"It could be good or bad if you open that door Constable Atherton. Good, if no one is in there and maybe the controls are in there and/or give the rebels a two front battle in the lighthouse? Now, it could be bad and add more rebels into the fray or some other surprise?"::


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Axis Mission – Take the Seawall & Lighthouse!
Round 5, Initiative 20
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire.
FA: Speak
FRA: Run to T-13

Ifris nods in agreement, "Aye it is not going well here and we need to help our fellow comrades! Let's move! Ifris runs up to T-13, then turns towards the ramp to her left knowing there were or are soldiers still on the ramp and/or skiff.


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What is the splash radius of the grenades?


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GM Vord, since the Aerial ally is moving to slow, have you rolled a perception check for Ifris to see is she hears anything on the ramp or shall I roll?

Thanks and make it snappy! ... lol


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Axis Mission – Take the Seawall & Lighthouse! - Round 3, Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire.
FA: Speak
FRA: Run to AB-12

With the a frustrated visage, Ifris yells out, "STAND BY JOHNATHAN! NEXT TIME, STICK CLOSE TO THE GROUP. EMERSON HELP HIM!

Ifris responds to Willem after his shot, "GOOD SHOOTING WILLEM BUT NO TIME TO SLACK. GET YOUR ARSE UP THERE MAN!"

Willem rolls his eyes and appears to be in the process of running forward.

Ifris sees what Anneca is doing, "GOOD JOB ANNECA! I'LL TAKE CARE OF THE RAMP!"

Ifris runs up to AB-12.


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Yeah, the only range weapon she really has are grenades.


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Axis Mission – Take the Seawall & Lighthouse! - Round 2, Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire.
FRA: Move to AI-12

Ifris moves to AI-12 and continues to guard those in the rear, "Come on you two, keep moving! We need to pass the ramp down to the skiff dock to reduce points of ingress/egress to one."


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DM Vord wrote:
Emerson Hill wrote:
I believe the DM will allow that one diagonal step as the path is not blocked and you have line of sight. Is that right DM sir?

Hmmm...well as much as I'm a fan of Ifris "All Business" Lanvaldan, I'd have to rule that won't work for her. For one, she can't see him in the darkness he's in - only Gemma and the elemental can see him, and Emerson reasonably suspects what space he's in but cannot see him. Also, that corner of AB11-12 & AC12 is too severe to jaunt around in a charge or run action (for example you can't cut diagonal across the corner of the seawall with a railing, or diagonal through barrels).

So Ifris is going to have to go for Round 2 glory in some other fashion there!

EDIT: Oh and just to be clear when I have to move him, the earth elemental is still moving to attack the declared patrolman that Johnathan is now engaged on, correct?

Actually, last night I thought about charging Ifris to help Gemma but came up with the same above results as Tony stated and verified with the rules but was too tired to post.


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Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire.
Moves to AM-12 I believe or Willem's left side

Ifris frowns at being lit up like a Christmas Tree.

After seeing the rebel with the cigar or cigrette and being lit up, she stays behind to cover those still in the rear and signals to Willem, points to Gemma, then yells to him but no sound comes out, ::"Move your arse up the ramp and follow Constable Atherton! Reload as you go!":: Willem nods his head and then she switches sides to Willem's left side to provide better protection to all from the dock ramp. She also signals to Emerson and Anneca to start moving up the ramp as well.

A Marine does not leave behind their fellow Marines and has applied it in the RHC.


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Ifris Supplmental

Both Crystal Sword and Aegis Ectoplasmic Armor manifested.


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More like 3.0;

1.0 = GM NPC
2.0 = Robert's
2.5 = Back to GM NPC
3.0 = Anderlorn's ... lol

Sounds good.


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1d20 + 5 ⇒ (9) + 5 = 14

Surprise Round, Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
SA: Now searching for other rebels that maybe alert to their presence.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Ifris was about to charge the rebel with Emerson and the team, then sees the carnage play out in front of her as two .70 caliber musket balls strike the traitorous rebel. She turns to Willem with a small smirk of being impressed, looks at Emerson with the same small smirk, then searches with her eyes for other rebels that may know of their presence. At the same time either getting ready to lead the team to the next point of their objective or waiting for Gemma to do it. Those who know Ifris, she believes in what the Marines believe is their true Motto, "Lead, Follow, or Get Out of My Way.