Sabriyya Kalmeralm

Mama Bess's page

124 posts. Alias of gyrfalcon.


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Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

As Eris speaks, Mama stands beside her with a hand on the Kitsune's back. As Eris does her work Mama chooses not to speak but to let her expressions amplify the emotion and energy of the tale.

Aid Bluff: 1d20 + 9 ⇒ (4) + 9 = 13


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Speaking of barkskin...now that I've got +2 benevolent armor I'll be granting a whopping +6 to AC to any of yall who are attacked while standing adjacent to me. (+2 of that's an enhancement bonus so if you already have magic armor that part won't stack).


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

OK, Mama's *finally* updated.

For feat, went with Extra Investigator Talent (Infusions) so now Mama Bess can give others any of her extracts, including: blend, monkey fish, disguise self, expeditious retreat...and now one 2nd level extract. I've penciled in Invisibility for now but if anyone wants to propose a different one (acute senses, maybe?) here's the list.

Input appreciated. Thanks!


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama nods at Eris' suggestion. "I'll come along"

Apologies. Work has been way more intense, and this is such a strategic game I've been having a tough time finding the headspace to do it justice, but wanted to at least check in.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Sorry to be more slow recently. Work has been much busier than before...and shows little sign of changing soon.

Leveling up (belatedly, and not entirely quite yet):
- Feat: Serpent Lash
- Gear: +2 enchantment on her chain shirt & benevolent on it as well. That's 6K GP but I had 2700 spare from character creation. Is it OK to spend 2K of my starting gold and get that for my gift?

- extract & etc still TBD


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Ghiv, all your allies have weighed in that we don't see it as fitting our mission to kill these people. You won't have help doing it, and some of us would try to incapacitate you (without killing you) if you try. Are you willing to go with the majority on this one?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Ghiv, I know you made a tactical choice to target the spellcaster first. In hindsight I think going all-in on our primary target would have been a surer thing...but both were understandable tactics. Next time we should all try to coordinate tactics better.
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Regarding killing all of them: my understanding is that the Mantises are a professional organization of assassins for hire, and that assassination of our contracted targets is how we serve Achaekek (not random murders). The Mantises are every bit as Lawful as they are Evil. I suspect many of our jobs will require killing others beside our target, but once the target is slain I don't see any reason the Mantises will keep killing others they don't have to. If you're concerned that word will get out that this was a Mantis job...that's fine, consider it marketing. If you're concerned about word of our appearance or these guys doubling back to attack us...well, we should be sure to change our appearance now, and to keep an eye on our back, as always. (If a dwarf can sneak up on a band of Mantises we deserve it!) ;-)
.
From Stalwart's initial recruitment blurb the party "...aren't just out to be evil for evil's sake. The Red Mantis assassins are, if nothing else, professional."

After so many years, Mama Bess is mostly inured to murder but she always feels a bit bleak afterward. Still, my family have survived, we have stayed together, and family is all that we have...such as we are. She narrows her eyes at Ghiv.

"We are an organization of professionals. Let's go."

Mama tries to keep her arms in a casual stance but she prepares herself to disarm anyone--dwarf, Ghiv, or whatnot--who attempts to attack again.

Readied Disarm: 1d20 + 6 ⇒ (1) + 6 = 7 Not that it'll work... sigh.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Seeing how savage a strike from Sa'Kage can be, Mama times the crack of her whip to disorient the horse & rider in the hopes that it makes it easier for the rider to connect.

Standard Aid (to hit): 1d20 + 8 ⇒ (16) + 8 = 24
Move Aid (to hit): 1d20 + 8 ⇒ (5) + 8 = 13

Bodyguard (aid AC): 1d20 + 8 ⇒ (6) + 8 = 14
Bodyguard (aid AC): 1d20 + 8 ⇒ (17) + 8 = 25
Bodyguard (aid AC): 1d20 + 8 ⇒ (5) + 8 = 13
Bodyguard (aid AC): 1d20 + 8 ⇒ (14) + 8 = 22

Sa'Kage will get +4 to hit for his next two strikes...and the next four adjacent allies that it attacks will get +4 to AC.
.
Since Bess is beside Kage and Elsong, she will have added +4 to their ACs via Bodyguard. It doesn't look like that would've changed anything but wanted to make sure it's on your mind for future attacks.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Assuming the sword landed in the square between the horseman and Bess, she'll abort her second Aid Another to attempt to pick up the sword instead...though if she does, she'll just fumble it herself.
.
If she does this, that means the Aid she gave Kage to hit was her only aid to hit this turn. Her Aid to AC still applies, if this thing decides to attack unarmed...or manages to pick its sword back up.

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

If holding the bow out to the elf was a free action (akin to dropping) I'll aid the next two attempts to hit it. If it took a move or standard ignore the second roll. Either way, she'll also aid the next 4 attacks against an adjacent ally (currently Kage & Myra)

Aid (to hit or disarm): 1d20 + 8 ⇒ (4) + 8 = 12
Aid (to hit or disarm): 1d20 + 8 ⇒ (11) + 8 = 19

Bodyguard (aid AC): 1d20 + 8 ⇒ (19) + 8 = 27
Bodyguard (aid AC): 1d20 + 8 ⇒ (2) + 8 = 10
Bodyguard (aid AC): 1d20 + 8 ⇒ (16) + 8 = 24
Bodyguard (aid AC): 1d20 + 8 ⇒ (2) + 8 = 10


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Myra if you 5'step closer to Bess you'll be protected by my bodyguard ability


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

^^ AC=24, including bonus from Mama Bess


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

K. Religion: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (1) = 20

"Gah! Apparently she wasn't bluffing. Don't know what that thing is but it looks a touch scary." Watching the gnome run off she adds, "...and trying to outrun that horse looks like a losing game."

Turning to the elf, Bess holds out the bow and says, "Hmmm, if you promise to use it on this thing, you're welcome to this back."

Sense Motive (to judge if the elf is likely to keep attacking the Mantises; if not, Bess holds out the bow so the elf can take it back): 1d20 + 8 ⇒ (16) + 8 = 24


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Hmm, can Sa'Kage and Myra coup de grace a tree?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Hey gang (of murderous assassins), it seems the dryad is very very close to dead. Bess is build as 100% support (my best attack is my spiked shield which deals 1d4+0) but I recommend
- Eris--(you're probably already planning on it but) time for the next scroll
- Ghiv & Myra--disengage with your current foes and come finish off the dryad (after which we can try to run)

Buff Notes:
- The first person to attack the Dryad gets +4 to hit
- Anyone who comes adjacent to me gets +4 to AC (max 4 attacks/round)


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Bess snakes her whip out, trying to pull the blade from the elf's hand.

As she does so she says, "Ignore the others. Focus on our quarry!" She's calling to her whole family, but as she says it she steps right in the way of Kage's exit, desperately willing him to snap out of it.

Stnd: disarm elf
Free: 5' step
Move: Aid +4 to Hit roll for next ally to attack Dryad or Elf
Free: +4 to AC for next 4 attacks vs anyone adjacent to me (currently only Kage)

rolls:

Disarm: 1d20 + 6 ⇒ (10) + 6 = 16

Reflex: 1d20 + 7 ⇒ (9) + 7 = 16

Aid to hit: 1d20 + 8 ⇒ (12) + 8 = 20

Aid to AC: 1d20 + 8 ⇒ (18) + 8 = 26
Aid to AC: 1d20 + 8 ⇒ (20) + 8 = 28
Aid to AC: 1d20 + 8 ⇒ (2) + 8 = 10
Aid to AC: 1d20 + 8 ⇒ (9) + 8 = 17


VRMH: Right, whip doesn't threaten (yet), but her spiked shield does so she still threatens 5' around her. I intend to get Whip Mastery (& then Improved) when I have the feats available. That said, threatening isn't a big part of this build since I'm using my AoOs for Bodyguard. Eventually I'd love to be able to use them for tripping and disarming too...but I need more feats for that.

Just a Guess: Right, if I use the whip to Aid while within an enemy's reach, I provoke until I get Whip Mastery. So far that's been OK because I tend to stand right behind the front line.

Lune: Yes, Bodyguard needs to be adjacent to the ally, which I get by standing behind them. I like the Phalanx Fighter option (or any reach weapon, really) but it wouldn't work well in this case: I'm a halfling with a low STR so Weapon Finesse is important to consistently make those AID rolls, even with a DC 10.

As noted, a whip doesn't help with Bodyguard (nor would a polearm). Where the whip IS handy is with Aiding ally's rolls to hit. For that the rules say "If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend"

So if I'm in position behind the front line, I can use a Move and a Stnd to add +4 each time to hit for any allies attacking foes within 15' of me, and then I can add +4 to AC for any foes who're attacking adjacent allies (up to 4/round).


This character I'm posting as is an Aid Another focused halfling Investigator, in case you want to look at a sample build for inspiration. She's been quite fun to play.

I started with 1 level of Fighter (vengeful hunter) to get whip proficiency (to aid from 15' away) and the bonus feat. Then 3 levels of Investigator, which got me Effortless Aid.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Eris, you'll probably get another chance to dispel magic next round, and the dryad looks quite badly hurt. Let's not leave yet!!
.
(Though I'd love to see everyone who can concentrate on the Dryad this round since she's already badly hurt.)


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Eris, looks like it's time to Dispel Magic or Break Enchantment!


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

I hate to ask this but...do you need to reroll reflex vs entangle for all in the area?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Bess's whip snakes out when the elf drops his bow, hoping to grab it and keep it away from the elf.

Steal: 1d20 + 8 ⇒ (4) + 8 = 12


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Does he seem to have another bow on him? If not, that one might be worth picking up! ;-)
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Which square did he drop it in, and did he drop it in time for Bess to nab it during the surprise round? I'm imagining Bess using her whip to whip it into her hand. What kind of roll would that be?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama Bess looks around nervously as she sees the weeds and vines explode around them...and none but Kage and herself apparently near their quary. Yikes! Hopefully some of my sisters or brothers are closer than I'd hoped.

Realizing that the vines are still active and she could yet get captured, Bess risks revealing herself to protect her fellow Mantises, shouting "Get away from these vines if you can--they won't stop trying to grab you."

K. Nature: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (6) = 20 >> to ID the plant thing that attacked Kage. Stalwart, any other knowledge roles relevant at the moment?

Kage (and others!) you would know that--now that you see where Bess is--being adjacent to her lets her buff your AC by +4 for up to 5 total attacks / round (divided between any adjacent allies)


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama Bess will edge closer, following just behind Kage, ready to use her whip to divert attacks against him (or anyone else who ends up adjacent to her).

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Bodyguard (aid AC +4): 1d20 + 8 ⇒ (14) + 8 = 22
Bodyguard (aid AC +4): 1d20 + 8 ⇒ (15) + 8 = 23
Bodyguard (aid AC +4): 1d20 + 8 ⇒ (4) + 8 = 12
Bodyguard (aid AC +4): 1d20 + 8 ⇒ (5) + 8 = 13


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama Bess blinks several times rapidly at the dryad's claim. Could that really be true?!? All those people, all those deaths, they have families too...but my family are the Mantises and we already have blood on our hands...

Sense Motive: 1d20 + 8 ⇒ (10) + 8 = 18

LN over here--and Mama's loyalty is to her fellow Mantises, not to Achaekek. She wouldn't abandon her family during a mission no matter what...but if this is true and she helps to cause it she'll have nightmares about it.
.
Of course (if it is true) it's likely that we'll end up having to fight the thing when we free it, if we make it that far.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

I'm focused right now on "the evil she imprisons". Don't know if there's a roll I can make about it without breaking stealth and asking questions myself, buy it there is please let me know (or just roll for me, adding inspiration if relevant.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama's ears prick up at the elf's claims.

What's Eusephanie? Does he seem to be discussing killing the tree? Any useful rolls here (knowledge, or sense motive?)


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Slowly and carefully, Mama Bess advances toward the dryad.

As Mama passes Eris she signs :: Elf doesn't seem enchanted! Genuine convert? ::

___________________

Move 30' toward the dryad
Stealth: 1d20 + 14 + 4 ⇒ (9) + 14 + 4 = 27


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama stays still for now--trying to fade into the background. Meanwhile she eyes the elf, trying to determine if he is acting of his own volition or under the influence of an enchantment.

Sense Motive: 1d20 + 8 ⇒ (18) + 8 = 26

Stalwart, Blend has a 40 minute duration (10/level). If you think we'd have been able to ascertain when we were within 10-20 minutes of the Dryad's grove, Mama would have taken it. Otherwise, no current buffs. Either way she has her whip drawn, coiled behind her back.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

K. Nature: 1d20 + 7 + 1d6 ⇒ (12) + 7 + (2) = 21

Mama stays close behind Eris, feeling protective of the sorceress.

She signs, ::Well handled but we must be careful. This is a Forlarren--fey-fiend-mix. Clearly disturbed::


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama shrugs at Eris' suggestion of pursuing alternate means. "Perhaps. I think our scrolls stand a decent chance though...if you're able to get close enough to cast them without being overcome."

Stalwart, as far as Mama knows, would earplugs be any aid against a dryad's charms?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Yes. I think it would be helpful to get a quick post from everyone to answer:
- Are you buying anything (e.g. cold iron ammo)?
- Do you want 1 or more weapon blanches made by Mama?
- Will you chip in for the scrolls? (1375/5 = 275 each, and Mama can spot anyone who needs it)
- Anything else you want to do?

Then lets get going!


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Sorry--been a busy week with guests--I've posted in some games this week but this game (at least at moments like this) requires some real strategic thinking I just didn't have. I kept thinking I'd get a post in...which is why I didn't let yall know to expect me to be scarce.

I love Eris' idea of breaking the enchantments. We can buy scrolls of dispel magic. Is that our best option? A standard dryad has a CL of 6 so the DC to dispel is 17 and a dispel scroll would normally have a CL of 5...so would succeed on a roll of 12+ against *one* target. That's not great odds but could be a big help if it works. Each scroll would cost 375 GP.

A CL10 scroll of Break Enchantment made by a Bard would cost 1000 GP and could target up to nine people if they're within 30' of each other. It would beat the DC on a 7+.

As far as cold iron blanches, I can make them for 6.67GP per application...but as Sa'Kage says, they will wear off after a single successful hit.

Alternately, cold iron ammo is very cheap (just 2x the cost of regular ammo) for anyone who has a ranged weapon.

Another tactic to consider: chopping down her tree, if we can locate it. Wood has a 5 hardness and 10hp/inch. Perhaps we want to consider spending 3000GP on an adamantine axe? Pricey...but we could sell it back for half of that after the mission.

What else?

My inclination is to:
- get a bit more info about the first party from our sponsor
- get one of break enchantment scroll & one or two backup scrolls of dispel magic
- get as much cold iron ammo as folks might want
- have Mama make one or two cold iron blanches per weapon folks are interested in treating.

...and then follow the map and start to scout!


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

THanks for bot-ing, Stalwart. I'm back now, as of late last night. Won't have time to post until tonight (I hope) or else sometime tomorrow.

Looking forward to a very different sort of mission.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama smiles and shakes her head.

"Relax sweeties. Remember, I know a lot about Belde. It's quite common for a moderately well-to-do artisan to arrive with bodyguards and a few servants. Eris, you're a calligrapher. I'll forge your papers and then give you my pens. Kage and Ghiv are bodyguards you hired to protect you on the road. Myra and I are of course your slaves. Since we've been at Egorian recently, we can say truthfully we came that way.

"Just give me a bit of time to forge the documents. Then we walk up as relaxed as can be...though Kage and Ghiv at least have their weapons on them. Sound good?"

Stalwart, you make my forgery check in secret I believe, but please add 1d6 for inspiration to it.


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama does her best to help Kage escape the owlbear, and then stands ready to distract any further attacks with her whip.

Aid Grapple (stnd): 1d20 + 2 ⇒ (6) + 2 = 8
Aid Grapple (move): 1d20 + 2 ⇒ (13) + 2 = 15

Aid AC (bodyguard): 1d20 + 8 ⇒ (9) + 8 = 17
Aid AC (bodyguard): 1d20 + 8 ⇒ (17) + 8 = 25
Aid AC (bodyguard): 1d20 + 8 ⇒ (19) + 8 = 27
Aid AC (bodyguard): 1d20 + 8 ⇒ (7) + 8 = 15


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Kage, nice turn! Remember your first strike got +4 to hit (thanks to Aid from Mama).


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama's eyes go wide at the site of the odd hybrids. "Those are owlbears! Watch out, they're vicious."

She falls in behind the front line, as they've been practicing, and uses her whip to distract the massive beasts--cracking it to their left and then their right.

Move: get in position (within 15' of owlbear, behind and adjacent to two allies, if possible)
Stnd: Aid to Hit (+4 to hit for whoever attacks next in melee)
Bodyguard: the first four attacks at adjacent allies, allies get +4 to AC

Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Aid to Hit: 1d20 + 8 ⇒ (9) + 8 = 17

Aid to AC: 1d20 + 8 ⇒ (17) + 8 = 25
Aid to AC: 1d20 + 8 ⇒ (5) + 8 = 13
Aid to AC: 1d20 + 8 ⇒ (3) + 8 = 11
Aid to AC: 1d20 + 8 ⇒ (18) + 8 = 26

K. Arcana: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (1) = 28


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

As they walk Mama talks leisurely of all she remembers about Belde, from her studies.

"I've never heard of Pavre Ricer, but isn't that what you've come to expect when we're entering a new territory? We Mantises like to keep a low profile, eh?"

"Belde though I know a bit about. It's a town in western Cheliax situated on the banks on the Maiestas River, between the Menador Mountains and the Barrowood. It is ruled by Paracount Marcellus Thurvian, who nominally oversees the goings-on in all of western Cheliax. Given it is roughly 125 miles from Egorian, we are likely a week's journey from the city if we take the well-patrolled road between the two cities, and probably double that if we plan on going directly through the Barrowood. That far from the center of Thrune power, it likely has a less stringent watch, but by no means would it be lawless.

"Which raises the question: how do we get there? We could just take the road, and we're good enough at disguise to likely make it work...but after the antics we just pulled it's quite possible they have extra patrols..possibly supplemented with divination or devils like the one at the citadel's gate. Given all of that, I think I'd rather we try our luck in the backwoods."


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

K. Local: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (5) = 30


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama Bess packs up her few supplies in silence. I'd been fantasizing a bit about being sent next to Andoran, hadn't I? To maybe seeing my old family? It's a childish dream. I have responsibilities to this family now. My only family.

After everyone is ready and walking again she muses aloud. "Belde is on the Maiestas, which runs to the Ocean. Do you suppose we're on our way home to Mediogalti?

"He Who Walks In Blood could have work for us to do in Belde of course...but if not there are so many possibilities!"


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

As Ghiv speaks, Mama finds herself thinking of other missions and Mantis children who didn't come back. We may be his chosen warriors, but that doesn't make us sword-proof. We can pray for his assistance...but I hope we keep honing our skill as well. Ghiv is truly a child in need of watching over if he believes his own words.

She looks over all of her children and shakes her head. Enough of those thoughts.

She smiles, starts to unwrap something wrapped in waxed paper, and says, "Well done indeed! Gather round, little Mantises. We completed our work and made it out alive. For that you get a treat. I made these hard candies last night. Have as many as you'd like! The yellow ones are butterscotch and the green are lime."


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama nods. "Good call." She examines the door to see if it's locked. While she does, she suggests, "Anyone want to check those Hellknights, see if they're carrying keys, papers, anything else of use?"


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama purses her lips, disliking all this uncertainty. "Eris dear, is it worth a quick look at those maps you put together? Maybe between them and Ghiv's knowledge of the citadel we can figure out which is most liable to lead to an exit.

"I'm curious about exploring those stairs too--if only because any pursuers won't expect us to have gone up them--especially if we take Eris' suggestion that we loose a boat or two to make it seem we've gone downstream.

"Still, losing whoever we suspect is behind us won't do a bit of good if those stairs lead up to a populous portion of the citadel."

Stalwart, I'm assuming we either
- follow the stream (by boat or walking one bank or the other) OR
- go up the stairs
Does the map give us any hints as to where either might go? Or how likely it is that we're still under the main Citidel (and thus more likely to have the stairs lead to a populous place)?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Are there enough boats for us all to ride in them?


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Stalwart, how far are we from them? Ignore the aid attack if we're more than 30' to get to her desired position. Aid ACs are using AoOs. All aids add +4

If possible, Mama hustles up behind her allies, about 15' from the Hellknights. She cracks her whip once to help one of her visible allies to hit. Then--when they're attacked--she cracks it again to keep the knights at bay.

aid to hit: 1d20 + 8 ⇒ (18) + 8 = 26
aid AC: 1d20 + 8 ⇒ (10) + 8 = 18
aid AC: 1d20 + 8 ⇒ (8) + 8 = 16


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

I hate to ask but how close was Ghiv to the guards when he started casting spells. Should be a pretty easy perception roll to hear it, unless you have Silent Spell or some other way to cast stealthily


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Assuming others are approaching, Mama tries to be just behind the front line..and within 15' of some of the guards. If anyone attacks an adjacent ally she'll use an AoO (up to max 4) to grant +4 to AC


Investigator 4 / fighter 1 AC 22 (T 14, F 19) CMD 16 | F+5 R+8 (+1 vs traps) W+7 (+2 vs fear, illusion, +1 vs charm, compulsion) | Per+13 | Init+3
skills:
Acro+11, Bluff+9, Climb+5, Diplo+9 (+1 gather info), DD+10, Disg+9, Escape+7, Know (arc, dun, geo, hist, local, nat, nobl, relig)+7, Ling+7, Per+13 (+2 traps), SM+9, Sleight+7, Spellcraft+7, Stealth+15, UMD+7

Mama signs back << Don't think we'll sneak past those guards. Ambush instead? >>

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