Vencarlo Orinsini

Jericho Fiendaxe's page

99 posts. Alias of Mihajlo Velickovic.


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Similar to Elijah, Jericho first ensures that guards are dead, and then proceeds to quickly check if they have any useful items, like keys, weapons, money etc. Several moments later he is behind the (anti)paladin, heading towards kitchen.

Perception: 1d20 - 1 ⇒ (9) - 1 = 8 "Blind&deaf duo" leads the way :-(


Angry at himself that he missed the first time, Jericho steps forward hoping to use the advantage of surprise, hoping to crush the guard beforehe could raise an alert.

attack roll: 1d20 + 6 ⇒ (8) + 6 = 14 vs. flat-footed opponent, I sure do hope it is enough for a hit

damage: 1d3 + 7 ⇒ (2) + 7 = 9

So focused on his swing, Jericho does not even notice small drops of blood from the guard Elijah just killed falling on his boots unceremoniously.


I'm really hoping that Elijah will see this on time and strike one of the guards (unlike me).

Also - Lukasz, Angelica, any spells or long range attacks maybe?


Really sorry for missing that guard :-( I hope you guys can "fix it" somehow. Maybe we get Initiative before them, if this is a surprise round...


Still wobbling on his feet, Jericho continues his ruse for a few more moments, before making his move. Judging it is time to act, he springs into action closing the distance to the other (slower) guard. He raises his hand for a terrible punch...

Attack roll: 1d20 + 6 ⇒ (2) + 6 = 8 ...but misses awfully.


Just FYI - I have added one longsword (since now we have 4) to Jericho's inventory, only to "round up" his guards uniform. In case anyone else needs it, tell me and I'll be happy to pass it on (although, currently only 2 out of 4 are taken/assigned, still leaving 1 free).


Making sure that his helm is on, and coif pulled as low as possible, Jericho makes minor adjustments to his guards uniform to further accentuate his drunkenness. Weaving unsteadily on his feet, holding his arm over Elijah's shoulder, Jericho hums very quietly a typical drunken ditty. Stepping slowly and groggily, they proceed down the corridor hugging it's right side (opposite of the torch on the left wall). When they reach a point of some 20-30 feet from the guards, Jericho will stoop in order to simulate vomiting, at the same time managing to "accidentally" spill few coins on the ground.

Bluff: 1d20 + 8 ⇒ (14) + 8 = 22


Scratching his chin, Jericho weights in on their options. "I do not think that we can lure both of them in. One might come, but if they had any proper training, the other will remain on his post, and probably raise an alarm the second he sees something happening. Even if he does not raise an alarm, can we dispose of them quickly and silently enough so the others do not hear?"

Not really waiting for an answer to his hypothetical question, the big man continues: "We can either release the ogre to charge them, and use that as a diversion, while we try to escape through the chimney/kitchen, or...or we might try the following. Two of us try to approach them, masquerading as guards, with our hoods on and everything. We play drunk, humming some dirty tunes or something. Humming, not shouting as to alert anyone. One of us actually carries another, a bit before we hit the light area we slip or something showing them to come and get us from the floor. Maybe act some vomiting or something - one stops to vomit, the other one holding his head while a few coins dangle on the floor. We're so drunk/busy/preoccupied we do not see the coins. Hopefully, one or two of them reach for coins. Than we hit them - hard and fast. If someone's good with bow and arrows, he hides in ambush on the other side. Anything goes wrong, put an arrow through guards throat. Things go real bad - release ogre. Maybe Rei and one more person go down the chimney - if things start to look bad, either hit them from behind, or try to escape. Whatever you choose."


Been travelling over the weekend. Just got back, tired as hell. Will try to think of some plan and post tomorrow. For sure it will include Rei (and maybe someone else) going down the chimney, should they want it, of course.


Do the uniforms have any kind of hood or something to obscure our faces, while we approach the guards maybe? How much lights are there in the hallway, if any? could we approach them to 15-20 feet (in uniforms) before coming into the light (assuming torches are behind them) or is the whole hallway lit?

Also, if I am not mistaking, guards are at "charge-able" distance from the door, some 30-35 feet, I'm guessing, is that correct? Still not proposing anything, just reviewing our options.

"You're right Rei, some things can not fit. However, that does not mean that he could not leave through the front door once we take care of the rest. Let's see...these seem well trained. I'm off the opinion that we might lure one, but not both of them. Do any of you have any more sorcery available?"


I stated above that Jericho is taking the cards and dice, plus I could take one or two of the manacles (how did we get so much?) and place them in the empty sack. If that is OK with GM, i'll update my character sheet accordingly


Looking at Rei, Jericho just simply nods before approaching the fallen guards. With his immense strength it is simple a matter of moments before he is able to crush the neck of one and then another, and few short seconds later both of them are knocking at heaven's door. Jericho picks up the dice and a set of cards from a dead guard before addressing Rei:

"You are right. Go and see what is there."


"Aye, we'll dispose of these, but from I get, they're not dead...yet. can we quickly bring them back to consciousness to question them or no?"

"In the meantime, let's change two more of us to guards clothes also. I'll take this." - Jericho adds almost as an afterthought, grabbing one of the clubs from the downed guards.


Since we are all before the guards, I'll post now, since I will not be able to post for the next 15-20 hours (travelling)

As always, waiting was the hardest part. Jericho had no issues in going against the odds, he almost felt a grim kind of satisfaction when he was charging that frigate. He was a man of action, and when things started happening, he did not think about them too much. But waiting, that was hard. It gave him time to think of his fallen comrades. To wonder why they left him alive. To wonder whether he will be alive soon, or was this just some cruel game of fate. To wonder if powers much larger than him, were stacking the odds here. To wonder...and then he heard them. They were coming.

Finally - he nodded lightly to Elijah, winked in the general direction where Rei was hiding, and streched his muscles once more. Several moments later, the guards were inside. The moment second guard stepped into the room, Jericho snapped into action. He stepped towards them, his head kept low to remain in the shadows, and the moment he had the second guard in reach, he struck with all his power.

Free action- 5' step towards both guards

Unarmed attack: 1d20 + 6 ⇒ (20) + 6 = 26
Potential dmg: 1d3 + 7 ⇒ (3) + 7 = 10

Crit. Confirmation: 1d20 + 6 ⇒ (7) + 6 = 13
Potential dmg: 1d3 + 7 ⇒ (3) + 7 = 10


Zed Allenstar wrote:
"Hmmm... Well, if we're going to lay an ambush, how about this... First, Jericho, why don't you take this uniform after all to go with your armor. I'll change into these other clothes. With the dim light, the two of you should stay visible in this room. If you keep your faces shrouded in shadow, you should pass as the other guards for long enough. We could move the torches such that you two are backlit from the perspective of the door. The rest of us will hide in the cell block and interrogation rooms. We'll then spring into the guard room to subdue two more guards. If we rush them, we should be able to cut off their retreat!"

"Good plan Zed, I like it. Let us do so!" - Jericho waits patiently for Rei to return from her "scouting" mission, to see if there are any more important information to share. If none are forthcoming, he puts on a guard uniform across his armor, and proceeds to rearrange (or simply quench) the torches in such a way that his and the "other guards" faces are not immediately recognizable. He stretches a bit more and makes a few practice swings and strikes, making sure he is prepared for the upcoming fight.

As stated, Jericho clearly wants to ambush the next set of guards here.


Finally back. Sorry for being offline for so long girls&boyz, I had some serious issues related to identity theft attempt and such, as a result of burglary. Anyway, I am on my way to Africa (where I work), I'm writing this from Frankfurt airport. I will be reading all your posts and start posting regularly from tomorrow.


Guys, sorry for my absence, just a brief FYI - someone has broken into our home (while we were away for 1 day) and ransacked it thouroughly. I have some issues while I put everything back in place, please expect me to start posting again in 1-2 days.


"Yep Zed, let's go" - Jericho follows the bard towards the guards and interrogattion room. Once inside (if they find it empty) he will remain alert there along anyone else, while Rei searches rest of the cellls.


Listening intently, Jericho moves alongside Elijah removing the armor from one of the guards, and then donning it himself. After he is done, he continues with questioning:

"What are these keys used for? What can you tell us about ogre - is he prone to raging suddenly? What else is there on this floor, in the other cells/rooms? Who is Thomas? Is there anyone else in the interrogation room? You said your shift comes at 4 O'clock, what time is now?"

Turning to Angelica: "If you believe we can control ogre (up to a point), then let us have him with us. But if he's to go on a crazy rampage the moment we set him free, than we do not need him. Your call."

"Now, my idea would be the following - move to the guard room, and wait for next shift there. Ambush them, maybe with ogre's help, if he can be quiet enough. That means two more guards less, maybe three if shift commander is with them. Then change into guards clothes and return back, hoping the ruse would work. Anyway, they will be expecting two guards back from previous shift, so nothing suspicios in there. What say you?"

Jericho would put one of chain shirts on him, but needs no weapons at this point. Better if each of you guys/girls have at least one usable weapon


In case you still want to take the ditzie - we just need a bit of cooperation from the players and it will work. Here's what to do.

A quick ditzie tutorial (shamelessly stolen from another game)

1. Click on ditzie link (posted by GM)
2. Move your character.
3. Hit "Enter" to save the map.
4. Copy and paste the new URL created into your next post.

This is how we could handle movement in the game. Players (and GM) should always use the last ditzie map posted when making their moves.

As an example, here's a new map, where I moved some of the players:

New map


Almost unsatisfied that everything ended so quickly, his bloodlust still boiling, Jerich turns around and barely prevents himself from striking the second guard. A second or two later, his rage slowly winding, he speaks in a low voice.

"No one kills him...for now! Elijah, Zed, take their weapons."

Turning to the guard: "When is the next change of guard (shift)- how much time do we have? Is there anyone else in the guard room? Is anyone expecting to return the empty food bowls? Where and when?"

Slamming his fist into the palm of another hand in a very bullying way, tight in front of the face of the kneeling guard, Jericho adds: "And don't you think of lying!"

Intimidate: 1d20 + 11 ⇒ (3) + 11 = 14


I've moved Jericho's token and placed him in front of the guard. Actually, he should have enough movement to exit the cell, but I am not sure if that is doable? If yes, please move Jericho one more square diagonally, placing him between the "horn guard" and door at the room 17.


I am assuming that the one handing out the bowls of food will not be able to do an AoO, so...

Ah, excellent, just what I need

Seeing that Zed started, Jericho's lips curl upwards showing a wicked smile. "Welcome to your nightmare boys!"

He springs into action, moving around the confused guard handling food, and goes straight for the one with the horn. He swings mightily for a very crude, but (hopefully) effective round-about punch, aimed straight at the guards throat.

Unarmed strike: 1d20 + 6 ⇒ (17) + 6 = 23 Aiming guard with the horn
Potential dmg: 1d3 + 7 ⇒ (2) + 7 = 9


Very good option actually. But on the other hand, I am thinking of simply trying to put him down - my first attack (unarmed) is 1d3+7 dmg, ranging from 8-10 hit points (should I hit, of course). I'd say simple guards should be somewhere in that range, eh?


A question - Reading the Grapple rules, ir seems that even if I am able to successfully perform a Grapple, that guy would still be able to sound the horn, is that correct?


"Ok then, seems that we are agreed. We wait for them to come and give us the grub, and then that's when we try to overpower them. If both (or more) of them enter inside, then excellent. If the guy with the horn remains outside, let us hope that ogre can reach him on time. I'd even risk throwing a knife at him, just to make sure we get him on time, before he sounds the alarm. Speaking of that..."

Jericho looks around trying to spot if there's maybe an adequate rock, or something else he might throw as improvised weapon, at the guard. Perception: 1d20 - 1 ⇒ (11) - 1 = 10

"Since we have no illusions available, we've agreed that no one will try and hide behind the guard door (door 17), right?"


"Good thinking little one" - Jericho responds to Rei - "...but as much as our friend here seem attractive..." - and here Jericho motions towards Angelica's ample cleavage, with a grin on his face - "I do not think that they will succumb to temptation. They are trained too well, and they fear Mitra too much. We should not rely on that."

"So then, let's wait to see change of shifts, or if a better opportunity will present itself when they come to feed us. Was that a rope I saw on that veil? Maybe we could use it to set a simple trip-trap to one of the guards? Is someone proficient with that?"


"Aye, we need to make sure that horn-guard is silenced. Maybe one of use can sneak and hide behind that door, snap his neck from behind once they open. I could try to go there, but I'm neither the most silent, nor the smallest type to hide that easily. But if I hit him, he will not be getting up. The rest of us stay here, pretending that we're still shackled. Makes sense to you?" - Jericho is quick, maybe too quick to form some kind pf a plan and propose to others.


"I see. That's good to know Elijah. I do not need much in terms of weapons myself, so you get the first blade or cudgel we find. Rei, can you also pick the lock of our cell as well?"


Stretching around and massaging his muscles, Jericho takes a first closer look at his cellmates. Speaking under his voice, he nods several times at the suggestions coming from Lukasz, and adds: "You are right Lukasz, we should learn as much as we can in the short time we have available. For a start, let's see who's good with what. I'm obviously the muscles, so if you need someone beaten or strangled, I'm your man. Rei of the Shadows over there, her talents are obvious."

He nods to the petite blonde which freed all of them, and then continues: "Zed, as he said is a minstrel, so I get some idea as to what he does. Angelica is a priest of the Dark prince, if I'm not mistaken?"

Turning to Elijah and Lukasz: "Not sure as to what can the two of you do?"


Still not having any idea what Angelica is holding, Jericho's mind is racing with the idea that he...they might be free again. He looks around trying to determine if there are still guards posted in front of their cell. Slowly clenching his fists and unclenching them, he tries to feel if he could use his huge strength to break the shackles.

If there are no guards around, Jericho would like to try a STR check to break the manacles. If there are guards around then:

He turns towards the person closest to him and says: "Cough. Loud!"

STR check: 1d20 + 5 ⇒ (18) + 5 = 23


As the others, Jericho is a bit surprised to see his female cell companion return. He opens his mouth, and then promptly close them. What you're gonna say or ask you dumb oaf that the others did not already ask? For once in your life, keep your blabber shut

He shifts his body trying to get a better position, so he could get a better look at Angelica. Still, in all that darkness he could not perceive whether she has any new scars and bruises, so Jericho keeps quiet, hoping Angelica might tell them something more and satisfy their collective curiosity.


Rei of the Shadows wrote:

"I've never been much for gods one way or another, but you can tell Asmodeus that if he comes through he can take whatever he wants."

Jericho looks towards slender looking blonde, and then nods in approval. "I doubt that truer words have ever been spoken in this dump. Bravo little one, I like the way you think."

Speaking to no one in particular: "In most other occasions, so much god-talk would probably make me pissed, and I'd want to break your jaw, but in this case, let me make you a deal. If this Asmodeus of yours help me yank out of these, he will have my muscles. Deal?"


"Howdy Zed, Jericho's the name" - sailor nods his head, trying to get long patches of unkempt white hair out so he could look the newcomer in the eyes.

"What did ya do, did not sang to Mitra's glory high enough, or simply rejected the gentle ministrations of his priests fearing for your own behind?" - he spits at the mention of Mitra's name, and then laughs slowly. He loved to tease priests for their affection to boys, it always got them so riled up. Too bad none of them is here now...


His eyes slowly adjusting to the darkness around him, Jericho comes to his senses slowly. Feeling manacles above his arms, he tries to pull hard once or twice, before being first reprimanded, and then stabbed in the ribs by the but of guards weapon. The pain helps him to focus, and he stops jerking on the manacles. Looking around, brutish human tries to discern the features of the people and creatures around him. Not seeing properly in the dark, he decides to give in to his whim.

"Guard. Yes, you. Yes, you $%^$#!^%$#@^%#!! Look it me! Just touch me one more time and I will kill you!" - he speaks to the guard slowly, emphasizing the last words. His blue eyes are trained on the guard, filled with threat and danger, while his chest are heaving rhythmically. Although being chained and branded, everything about Jericho speaks clearly that this man has not given up.

Intimidate: 1d20 + 11 ⇒ (4) + 11 = 15 Just for the fun of it, and obviously asking for trouble, Jericho tries to intimidate the guard from this position

As long as I breath, I will have my revenge!

Am I allowed to swear (use curse words) on the board as part of my character speech, or should I continue to use $%*&! Symbols? Do not want to break any rules here, but you can imagine Jericho cursing and swearing like a real sailor.


With all the villains hanging around, seems that Brandescar prison will either have to expand rather soon, or to hire a more efficient executioner. Too many wicked people in one place ;-)


I believe Jericho should be done by now. Somewhat similar in ways they fight to Ashe/Cole, since they're both unarmed fighters, but that's where all the similarities stop. Different fighting styles, classes (fighter and monk) and vastly different skill-sets, so I do not see us as "redundant".

Btw. Ashe/Cole - I like your backstory. Very, very dark and disturbing. Should fit the campaign well.

Jericho is somewhat of a "brute" - an unarmed fighting pirate, strong in Intimidation and Bluff skills also.


A "returning poster" here. Of course I'll go for Focus/Foible + rolls

STR = 18 Focus (+2 as Human) = 20
DEX: 1d10 + 7 ⇒ (9) + 7 = 16
CON: 1d10 + 7 ⇒ (4) + 7 = 11
INT: 1d10 + 7 ⇒ (6) + 7 = 13
WIS = 8 Foible
CHA: 1d10 + 7 ⇒ (7) + 7 = 14

EDIT: Not as good as I hoped, but also not bad at all. Low CON for a bruiser which I envisioned him to be, but DEX is high, should be OK.


British would mean my time zone (OK, 1 hour difference). Of course he may simply have real life, unlike some of us :-) I am perfectly fine with waiting some more, anyway, it has been only about 18 hours since the original thread went up...


I'd say we (non-gestalt interested) are waiting for GM Spinningdice to tell us if he is still interested into running this (since majority went to gestalt path), and then find few more people.


If there's still potential room, Jericho here would love to try and play in a non-gestalt version. Thanks.


Just a heads up - Jericho is almost ready with his Shackles variant...should be able to finish it and upload in a couple of hours.


IIRC we start in Broken Keel, which is part of a homebrew region, but also we can use Shackles for reference/backstory and alike...


In that case I would like to respectfully withdraw so please disregard Jericho's submission. I have "a thing" with characters having to "earn" their levels, not simply creating them at lvl X. I wish you guys (and girls, if any) a great game.


Jericho here was originally created for Way of the Wicked campaign. An unarmed human fighter (not a monk, mind you) with a bad attitude and skills to hold his own. I do not like making one-trick ponies, but at first level Jericho is solely dependent on his own strength and/or ability to intimidate someone.

Str=18
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis=8
Cha: 1d10 + 7 ⇒ (4) + 7 = 11


Jericho here was made and remade for various seafaring games, or at least that was the intent - he always had a "sea theme", one way or the other. I would like to apply eith him, and I will rework his background and stats (Char sheet template) by Friday.

"Technicalities" briefly - an unarmed human fighter (not s monk), with focus in intimadate and a nasty temper to boot. He was not originally a follower of Asmodeus, that part was added for Way of the wicked, and originally I envision him as chaotic, not evil.


Just to add a bit on Jericho's personality.

Jericho:

Jericho learned along time ago that life is a brutal endeavour. He never knew his real father, nor much of "parents love", and has never fully belonged anywhere he has ended up. That he ultimately decided to fend for himself in the docks and shady areas of his hometown is no surprise. He has always harboured a kind of a secret longing to belong, wherever, with whomever. Probably this is one of the reasons he took on faith in Asmodeus. They (other Asmodeus believers) accepted him for what he trully is, with not much judgement. Jericho loved that.

Though not entirely used to the ways of "normal" life (on land), he is far from timid in unknown areas. He does not wish to make himself an easy target, but he will be no one's lapdog or mascot either. He is surprisingly upright and forthcoming for one with such a harsh look to him, and he enjoys the companionship, fleeting though it might be, that comes along with a shared mug or meal in the local taverns. It is his hope that he might one day find his way among friends (OK, maybe not friends, but man of similar interests) some day, accepted for what he is rather than being cultivated into something else.

He loves alcohol, but rarely drinks when "working" and is used (in a way) to spend time with prostitutes. He never knew "true love" and he does not think much of it. He has a very direct "hit first and hit hard" attitude, with "ask questions later...if needed"


Gimme, gimme, gimme, gimme some critique! J/k of course, but I would appreciate a constructive feedback from your part on Jericho. Thanks in advance, cheers


Jericho should be fully ready now - backstory, stats and all else is in the profile.


1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (3) + 7 = 10

After a total of 4 (3+1) eights in total, this is much better, much more acceptable. I will work with these and have character stated soon.

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