Korvosian Man

Quentin Martois "the Red Mask"'s page

42 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


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DH, you need a cousin this time around?


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Damn. Oh well. Thanks for giving us the chance. Can you please change the game to inactive?


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Yes, he is.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

actions:
The Red Mask reloads his pistol, smiling at the effect Hellspawn's spell had on the knights.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Yes, Quentin can 5' step foreward. Please amend my action GM.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Actions:
The Red Mask raises his pistol and fires it at the first Hellknight he sees.

Attack (Touch, Point Blank) on H11d20 + 5 ⇒ (7) + 5 = 12
Damage 1d8 + 1 ⇒ (2) + 1 = 3


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

"Gods damn it." the Red Mask says, sheathing his longsword and with pistol drawn following the boy back into the sewer tunnel. Can't let the little man get hurt, and don't want our new ringleader dead.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

The Red Mask snorts at Killarny's comment. "You could call it that." he says, grinning. How much farther do these tunnels go I wonder. This place stinks.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Actions:

Quentin will move to C5. "Which way do we go?" he will ask the rest of the group.

Readied action to take my second move in whatever direction is indicated.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Round 4

Description:
Quentin will attack the remaining goblin next to him, ignoring the blood dripping down his face.

Standard:

Attack 1d20 + 2 ⇒ (14) + 2 = 16
Damage 1d8 + 1 ⇒ (4) + 1 = 5


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

I personally hate the spoilers. Makes it hard to see what the other people are doing without clicking a bunch and it also makes it more work to write our own posts. I totally understand posting your action right away. Part of the reason this group is behind might be that you missed Ronwyn's post for several days ~_~.

That being said, if it's going to mean cancelling the game I will start to spoiler my actions.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Round 3

Quentin draws his pistol in his off-hand and attacks the goblin again with his longsword. Shannon sure does make me feel brave. Like I'm in a real bard's tale.

Attack 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d8 + 1 ⇒ (7) + 1 = 8


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Round 2

HP:13/13
(Inspire Courage)

Quentin swings his longsword at one of the goblins attacking him.

Attack 1d20 + 2 ⇒ (18) + 2 = 20
Damage 1d8 + 1 ⇒ (2) + 1 = 3


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Yeah, I wanna be a masked crime fighter. And I wanna develop Quentin's awkward man-crush on Shannon.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

No posts from the DM in five days. That's never a good sign. Is this game still on?


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Round 1

HP:13/13

Don't want to give away our position just yet. Who knows how far behind us those cops are...

Red Mask moves past Shannon with a muttered "Excuse me..." and engages one of the goblins with his longsword, attempting a diagonal downward slash.

Move to C3
Readied attack for after Shannon acts (hoping for some inspiration) 1d20 + 1 ⇒ (9) + 1 = 10
Damage (if needed) 1d8 ⇒ 4


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Perception 1d20 + 6 ⇒ (8) + 6 = 14


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

"Let the fuzz deal with them, keep moving!" Quentin says, hustling down the passageways.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin continues along the path/ledge, trusting the others to keep up.

Double Move:

Double move down the ledge away from the ooze things.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Yeah, I guess it's not my place to tell other characters how to act. Just don't want her to take any avoidable damage.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Ronwn most creatures only get one AOO a round which Killarny was nice enough to soak for us. You should have just run. Since you didn't you can take a full-round action to 'withdraw' not provoking any AOOs.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Round 2

HP:13/13

Quentin waits for the others to follow Killarny's advice and then follows them down the passage to the south.

Delay until the bottom of the round.
Acrobatics to avoid AOOs 1d20 + 5 ⇒ (14) + 5 = 19
Double move 60' down the passage.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6
Ronwn DeDhaen wrote:

BTW, a summary format I've picked up/seen refined across a few different games:

Round 2
Status: HP 5/8 | AC 17 | T 16 | FF 12 | CMD 12 | F +2 | R +4 | W +2 | Init +4 | Per +3 | conditions: diseased
Actions: (move) retrieve knife
(free) 5' step back
(standard) magic missile: 1d4 + 1 ⇒ (1) + 1 = 2 (1 1st level remaining)

labeling the round of the intended action helps keep things straight if posts get irregular/mixed. Keeping status in post for HP, current AC (based on maneuvers, armed/dropped weapons/shields, special abilities, etc.), and current conditions makes it easier to track down and reconcile, gives the GM visibility, and remains in place with the posting sequence, as opposed to the alias stat line, which changes across all posts each time you update it...

If it's not too objectionable, I would like to supplement the basic format with those elements, just for my own sanity. Let's me answer questions like, 'well if I took 5 HP on round 5, what was my round 4 status (in detail)? and did I update my statblock line to reflect round 4 or round 5?

Seconded.


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HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Agreed, AOOs are gonna mess up your system. As will trying to do the whole round at once. Let everyone before the monsters go, then summarize their actions and the monster's and update the map. Then let everyone after the monsters go, and summarize again at the bottom of the round.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Round 1

Move 1:
Quentin holsters his pistol.

Move 2:
Quentin hustles forward along the ledge shoving the others out of the way momentarily, drawing his longsword as he goes.

Move to I3 or as close as I can get on my turn without going into the water.

"Make way!" the man in the Red Mask says, attempting to get past his companions.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin will seek to be in the middle of the group. I am a ranged fighter after all.

Initiative 1d20 + 4 ⇒ (6) + 4 = 10


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

1d100 ⇒ 93

I'll take 10 on the perceptions. In case you say I can't...

Taking 10 wrote:

Taking 10

When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

We're not in combat, so it should be ok. If you still say I can't for whatever reason...

Contingency Perceptions:

1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (1) + 6 = 7


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin follows the others down the passage. "Please, whenever I have this mask on just call me Red." He says, drawing his pistol. "The sewers are dangerous on their own, be careful!"

Taking 10 on perception every few steps listening for approaching noises. Gives me a 16


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin pulls a red mask from a hidden pocket in the back of his vest and ties it around his face, then moves to help Hellspawn clear the debris.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

DM, are there stairs or not?

Perception 1d20 + 6 ⇒ (1) + 6 = 7


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

"Sheeeeeit. That aint good." Quentin says, standing up and drawing his pistol. He instinctively joins his cousin in scanning for stairs up and out.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

If only they knew about the Red Mask. Next to what he's done her words are child's play. This is what I've been looking for though.

Quentin's smile returns, and he wipes his eyes. He appears to be excited about this chance, but waits for Janiven's response before saying anything.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

:P


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

I hope my last gameplay post is not too salacious. If I'm offending anyone, please let me know and I'll refrain from such jocularity in the future.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Wow, he sure is pretty...Wait, does that make me gay? No way! You love boobies...Oh no, not now Captain Winky! Uh oh, emergency tent pole alert! Quentin at first smiles dopily at Shannon while he speaks, then fidgets uncomfortably in his chair as Shannon starts to sing. He leans forward resting his elbows on the table, a somewhat bewildered look on his face. As the song comes to a close, his eyes brim with tears for the second time in the short meeting. He pulls a small pouch from his vest pocket and fumbles a cigarette into his mouth in a clumsy attempt to hide his apparent discomfort. Striking a match, he lights it puffing quickly and pretending its the smoke that's set his eyes to watering.

Bluff 1d20 + 4 ⇒ (1) + 4 = 5


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin nods to Ronwn then retakes his seat, bringing Killarny his bowl of stew. "I was invited." he whispers quietly to his cousin. He listens to Hellspawn and Ronwn declare themselves, nodding as they speak, then rises to his feet. "I've spent my whole life here, my father was Taldan and my mother was Wiscrani. My father was a good, gentle man. That is until the corruption in this city chewed him up and spit him out. He was killed right in front of my eyes for the 'crime' of not bowing down to the thugs that run this place." Quentin pauses for a moment, his eyes brimming with angry tears. "Ever since I've done everything I can to exact justice from this shadowy hell, but it just hasn't been enough." It looks like the telling the short tale exhausted him, and he slumps back down into his seat his mouth set into a firm line.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin takes the wine, saying "Thank you mis...si.." He pauses unsure how to address Shannon. "Thanks." Is what he finally settles on, rising to grab a bowl of stew. "Hey, Killy you want some?" he asks his cousin while still at the pot, sipping his wine with one hand while ladling stew with the other.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

"Yeah, you could say that. He's my cousin." Quentin replies to Janiven, recovering from his surprise. He heads for Killarny and claps him on the shoulder smiling before taking a seat near him. "Sorry for being late Miss Janiven. I was caught up at the shop."


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Quentin walks into the bar looking a bit hurried, Bah! Damn man just wouldn't leave the shop. Now I'm late... He's wearing a wide brimmed hat, and a green velvet vest over a loose white linen shirt. His worn leather breeches are tucked into similarly well worn knee high boots. Over it all he wears a thin thigh-length black cloak. He takes in the scene with a glance and seems about to greet Janiven when he does a swift double take. "Killarny!? What are you doing here?" He says, apparently forgetting his manners in his shock.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

So we have a witch, a fighter, a gunslinger, a wizard and a bard yes? Ronwn and Hellspawn, have you thought of coordinating your spells known to make sure there is minimal overlap? Since we don't have a cleric it'd probably be good for both Ronwn and Shannon to take cure light wounds.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Okay, that was easy. All done now.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Just dotting with this alias. I'll start working on the character now.

Killjoy - I was thinking our link would just be that we were cousins. We don't know about each other's alter egos when the game starts. You dad helped my mom (his sister) after my father was killed. We probably drink together occasionally and complain about how bad the city's getting. Sound good?

Edit:Starting gold 5d6 ⇒ (2, 5, 5, 4, 4) = 20

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