Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
@Feral - might one inquiry what those mysterious numbers in your last post is : )?
Freia swallows her thankful reply to 'Sims' when the Sorrow and the guards show up. Visibly relieved she takes the scroll and quickly reads it before passing it to the others. Confused, she scratches her head then shrugs. Three more minutes to finally question the scholar is too much ? *Sigh* Ah well, atleast something is working out properly... Clacking her boots together, she raises her right hand in salute to 'Sims'. "Until next time, Sergeant Sims!" Then she turns away and grabs Pelgrev, leaning in close as they follow Sorrow Ministrant away. "New orders - we are to return to base. I'll try to explain on the way."
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
A most peculiar thing - the worse ones modifier, the better one seem to roll for the social skills. Abramov, Freia and Noro are all rocking low to non-existant charisma - rolling 17, 18 & 19. Kalam with his high bonus gets a 5 and Halsanna with her small modifier gets a 10 :P
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
Well, we are clearly not going to win a battle of arms, depleted as we are... Freia bites her tongue as the unpleasant doctor opens his mouth. The words "glory hog" quickly passes trough her mind but she clenches her jaws shut. An angry glance gets the point adequately across instead.
And it didn't look like the guardsmen were going to let himself be defeated in a battle of words either. Probably some ambitious sod trying to earn a promotion or something. Explains his hired thugs too! It was situations like these she wished she had the talent to spin a web of words and ensnare him, trick him into giving them what they wanted freely. Instead she had to settle to try and compromise. They weren't going to win a battle of either arms or words - but they might go for a stalemate on the later...
"Sir, I'm sure you have a perfectly good reason for this. And we do appreciate assistance. But returning empty handed ? That isn't something we can do on your word alone." She pauses and swallows, clearly not comfortable talking to him. "But please, we just have a quick series of questions we need to ask - surely you can spare a minute? Arguing otherwise would probably take longer anyways ..." She gives the doctor another stare, this one not quite as angry, but just as hostile. "Your goons could keep people away - giving us enough privacy to do it right here! Then you can have him for whatever crusade you are on..."
Diplomacy:1d20 - 1 ⇒ (18) - 1 = 17
Also, a compromise would let us get out of this deadlock and continue playing the game. Just a thought :P
PS: @Ariana - I do believe we are more, so if it comes to a dice off we atleast have the weight of numbers advantage ^^
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
As soon as Pelgrev is healed Freia is at their side, taking a good look to make sure they are actually fine. While their auras is still fragile - they doesn't seem to be deteriorating anymore. With a sigh she gives Pelgrev a hand "We're outside now - you didn't look that good for a while! It seems the guards have some resources after all." She laughs - all the damed up nervosity is at once relieved. "I'm sure youknowwhom will be most displeased to hear we owe the guard one ..."She is, of course, refering to Absentia and her strained relation with the captain of the guard.
When Noro also collapse she rushes to her side instead. Dammit...! Luckily, it would seem as if the guard was even more resourceful then they had dared to hope. Kneeling down, she offers Noro some water. "Here - take this" she leans closer to give her a hand "Please don't do that again - you had me worried Lou would be orphaned..."
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
Will vs Channel:1d20 + 2 ⇒ (10) + 2 = 12
Acrobatics:1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
First Aid:1d20 ⇒ 11
Seeing that her spell has had a reasonable effect on the horrible hounds #1772 quickly makes her way over to #0703. Gah - He's in a poor shape! Falling to her knees, she tries to find something to stop the bleeding with - a scorched piece of tablecloth is the most serviceable bandage substitute she can find. "A-anyone got something else ?" she cries as the desperately tries to stabilize #0703.
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
Aaaaaaaaaaaaaand in this corner - known for excessive overkilllllllll: #0224!!
(ps: Good job ^^)
DMs, Yolanda:
Was thinking of bringing this up earlier - but didn't want to disrupt the flow (too much :P):
Yolanda - you seem to be wearing heavy armour [AC 17 and no dex bonus](and your feat seems to be selective channel), so I assume you are probably not proficient.
If one is not proficient the Armour check penalty applies to Dex and Str based ability checks - including Initiative.
Didn't want to torpedo another PC during a tense battle, but seeing as DM Feral decided to delay you I thought I'd bring it up before I forgot : )
Sorry if I misunderstood (or missed!) anything and wasted your time!
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
All-right, #1772s turn!
Finally #1772 started to come back to her senses. The room started to snap back into reality, with all its chaos and mayhem. The supernatural fear was fading - however, new more mundane fear still assailed her. The ingrained fear of fire. The natural sense of dread of the slavering hyenas. And the wicked witch remained, brought back to her senses by the foolish guard. Still - the most pressing fear was that for her comrades lives. For them, she suppressed the others to the back of her mind.
Pel is in a bad shape - and Noro looks like she was animated by will alone! Thankfully the undead seemed gone - a small blessing. Medicine was nothing she knew anything about - but if she got time to try she might be able to do something! Thus - the first order of business: Remove the hyenas! With one last hostile glare at the witch and the hyena gnawing on bones next to her #1772 made her way to finally aid her comrades!
Acrobatics:1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
Move action to move up at the table (moved her on the map). Standard action to blast Pink & Green with colour spray, Will DC 14
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
Now, if it is okay, I'd like to make my case - but this time including what & why I'm trying to achieve.
Spoiler:
1) standing perfectly still, while perhaps mechanically superior does seem odd from both a rp perspective and from the rules.
2) therefore, since #1772 was not fleeing, I looked into other ways to help my party while still obeying the spirit (and letter) of the Cause Fear. Thus the barrage of questions and suggestions.
3) since Freia still retains the power to choose where she will run, she would always go for the window before a crowd of strangers - preferably she would make her way out there.
4) having to run further away is a sore spot, since that would further stop her from helping out. Especially since hiding here seems to follow the spirit of the spell. If there is a blood price to be paid, let Freia/me pay it, and not the others. Have her cut herself on the glass making her way out or landing, or something similar.
Sorry for dragging this up all the time.
@Order of actions: Pelgrev is down, probably not going to do anything but try to stabilize
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
She is attempting to kill the one the good doctor stabbed to death. Sorry #0004!
I shall be clearer then next time : ) (still, you have to read what I actually write, and not ... other [offensive] words ! I never try to annoy people, I just want to absolutely positively know what they mean. Therefore I might repeat a question one or two times too many ...)
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
But captions are important too!:
I can agree to that :)
However - Challange considered =/ challange accepted
I realize now why your response was so snappy, but ... it is hard enough to get jest across the internet - tenfold harder if people don't read entire sentences! : )
PS - I like to point out errors in rules and such if I can, since the Lawful aspect of me wants things done propper. However, I realize this might tick off some. Would you (Feral) prefer if I stayed silent ?
PS2 - Especially if said ruling might adversely affect my companions ...
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
CRB, p563:
Fear
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.
Is Yll yelling louder then the sound of battle and chaos inside : )? If so, I guess I'll just have to wait ...
@#0004 It is round three I believe.
Edit: Unless I am mistaken, #1772 was feared in round 2 (ran to a chair), feared round 3 (jumped outside) and will still be feared round 4 (next round) for a total of 3 rounds in fear. Unless my math is off ...?
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
@Feral You know what, the windows hadn't occurred to me! #1772 will take that route. Is hunching down right outside okay? She would be out of sight from the scary witch and she would still be on the map : ) Otherwise I could settle for a Warmachine fallback :D
Also, could either you or Choon put a link to the map in the campaign header (if Tobaris transferred GM-ship to either of you that is ...)
Will vs Channel:1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
#1772s eyes darter back and fourth across the room. A moment ago her heightened fortification (in the shape of a chair) had seemed perfectly safe. But now the illusion was shattered - she knew the truth! The wicked witch had presented her unholy icon, a mockery of everything sane and just. Unearthly waves of filth had radiated everywhere. They clinged and stung like a forgotten memory of fire, risen from the dark depths of memory - *Phasmara save me ...!* was silently on her lips.
There! Salvation was at hand! Just a thin sheet of glass between her and freedom. Swiftly and decisively she steped up. A quick kick shattered the fragile barrier before her armoured boot. After another sweep to remove the jagged edges #1772 followed trough. Moments later she slammed down on the cobblestone outside - safe, for now. With dread she looked up to the broken window above her, fearing the wicked witch to follow.
But the sanctuary seemed to hold. No wicked witch, no more waves of decay. Swallowing hard she tried to shake the unnatural horror but to no avail. She slammed her fist into the ground in fury - Why? Why couldn't I my ground ... But she knew the answer to that too. Dark magics. Dark sorcery... If not free from terror, being outside - away from the witch - at least let her focus some parts of her mind. If I only could stand up... Sobbing quietly, she wrapped her hands around her knees and tried to think of some way to help her companions inside.
Full-round action to get outside. Thinking of using Ghost Sound next round (last round of fear), would that be okay? Was thinking churchbells ringing in alarm : )
Edit: Put a link in my own status bar. Atleast I can easily find it now ^^
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
Cause Fear inflicts the Frightened condition - only Panicked actually makes one cover. If one is Frightened and unable to flee by simply running away - one is allowed to act and make a way. Eg, killing hyenas : )
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
#1772 is sadly unable to walk trough walls and thus cannot flee any further, and would like to evoke the "If unable to flee, it may fight." line from the frightened condition.
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
@Feral You forgot the butler : ) Since he attempted a grapple, he provoked AoO from both #1775 & 1772 (I've already rolled, and I guess hit, since Frightened is only -2 to actual rolls). And also from the dog, depending on which order they acted in...
Full round action to Withdraw straight north, seeking to take shelter with Noro and Zayid from scary magics.
Spellcraft:1d20 + 7 ⇒ (6) + 7 = 13
As soon as she yelled for the cease-fire, the wicked witch started to work her dark spell. Yelping in surprise and anger, #1772 brought her sword to bear in an upwards arc towards the exotic assailant. In this very moment, the undead abomination surged forth towards #1775 - unwittingly intercepting her blade! Swearing a curse #1772 stepped back and readied herself for a savage trust. But the moment of distraction cost her, for when she once more turned her attention to the witch all she could see was the final words of the spell and ... Darkness!!
Screaming at the top of her lungs #1772 stumbled three steps back before turning tail and rushing towards the other tears, the irrational terror hounding her every step! She deftly leaped untop of the chair next to #0224, slamming her fist into the wall - No more room! No more room!!! Shaking, she swallowed hard and turned around. "F-fell m-magics! Trice-dammed d-darkness!" She mumbled. The feeling of dread was less overpowering over here, in safety with her companions - away from the terrible source. But still, all she could manage was to weakly raise her shaking blade, impotently stabbing the air towards the horrible shapes across the room.
#1772 snaps back to her senses as the world around her seems to lose theirs. She blinks, and then the common-room is filled with screams and feral hounds. But it wasn't either of them ! Neither Stoll nor the horrible lady seemed to have a hand in the summons - or if they did, they were good. Too good, we'll be dead in the blink of an eye if that is the case... Drawing her sword, she takes up a defensive position next to #1775. The well worn longswords blade is alight with crackling arcane energy. She wanted nothing more then to ram her blade into that abomination - but right now that one wasn't the main threat. To her companions she calls "It's not these two! Someone else is calling these hounds!" hoping her words would disarm some of the hostilities in the room.
Move to draw longsword, swift to activate arcane pool - ready action as standard.
Ready Action:
Trigger: Hostile Action within her 5-foot threat, and/or overt threats to her or the other tears life followed by a 5-foot step.
Basically, I'm reluctant to fall deeper down in the PvP mire. But if that happens, I will stab someone/something... Otherwise I would prefer to kill the dogs and complete the quest :)
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
One of the few similar :) And no PM - I know what the 'undead lord' archetype does and when someone is eerie silent, no skin visible and named a corruption of 'death'...
With a series of quick deep breaths #1772 attempts to calm herself. She manages to resist the urge to go for the sword, but her hand clutches the hilt so hard her knuckles goes white. "B-but..!" She manages to force out.
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
Yeah, shock. It is chock in swedish, I mixed them up : )
Sorry, I was in a bit of hurry with the last post - was planing to have an OOC post attached to it. #1772 is going to assume the undead belong to Stoll, even since someone else gave it order - it fits with her negative preconceptions of insane wizards. And since they need him, she will probably have to collect herself and tolerate it - duty above all. Unless someone pops that bubble, or push her over the edge : )
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
#1772 is content to remain behind #1775, watching over the wizard from safely behind her cover. Silently, her lips moves as if chanting - This one is not the other, all will be fine. This one is not the other, all will be fine. This one is not the other, all will be fine... *Sigh* There is probably nothing to worry about, he's probably as harmless as Zayid said ... The exotic woman accopanying Stoll laughter snaps her out of her thoughts. Quickly she puts an arm on #1775s shoulder - hopefully fast enough before the hot tempered elf decided to take offence.
Then she saw it. The thing lurking in the shadows - the abomination. Where all others were alight with life before her sight, that one radiated wrongness - unlife, mockery of Phasmaras will! Her eyes were wide in chock and she stumbled backwards, frantically grasping for her sword. IKNEWITIKNEWITDAMMITALLTOHELL WHYTHEFLYINGDARKNESSDOESHEHAVEAMONSTERINAFREAKINGTAVERN ??????!!!!!! but all she managed to form in words were "Ahhh, abo - Abomination! H-he got a trice-dammed undead with him!" Her voice is low and stretched to the edge of breaking. The mosterous thing seemed to fill her entire vision - she just couldn't understand how she missed it when she entered, but now there seemed to be was nothing else in the room!
In the interest of not staring a bloodshed, I'll have the devout Phasmarite with Deathwatch go into chock instead of a frenzy ... Since I assume the plan isn't open hostility :)
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
1772 looks like she is about to respond, but thankfully 1775 takes the initiative and engages the wizard. With a sigh of relief 1772 follows the taller Tear in her wake, taking up position behind her. Her eyes is still glued on the wizard, watching his every move - barley registering the exotic woman next to him.
Sheet | Map | Hp 7/10 | AC 16/14/13 | Fort +4 Ref +3 Will +2 | Per +1, Darkvision, Deathwatch | Init +3
The first Tear to step trough the door to the Nereid's Kiss was #1772. Like all other Tears, she was known simply as a number to the outside world. A name was something to be earned as a Sorrow - still far away for this particular Tear. She took a few steps inside the tavern and looked around, waiting for the other Tears to step trough the door a moment later.
She herself was dressed in an city watch uniform, but it was of an older model no longer in use - and it showed clear signs to have been refitted for her slighter frame. From her belt hang an assortment of tools, pouches and weapons - there was a longsword, a cudgel and even a pair of manacles! Her face was hidden behind an expressionless silver mask - like all other tears. The large blue batlike ears gave her away as something inhuman entirely - and the few exposed patches of flesh had the same deep blue colour, intersected by multiple white lines.
As she surveyed the scene, her eyes quickly latched on to Stoll. Her gaze behind the mask quickly shifted trough fear, worry and then finally determination. To her companions, she whispered in a low voice "That is most likely him ..."