Lacedon

"Sev"'s page

54 posts. Alias of Riddlewrong.


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Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Well, I guess I'm about to make it a bit easier for you! As I posted in the discussion on Alice's game, school is just going to be a nightmare pretty soon, and I'm also working on finding another job. My time is going to be so limited that I absolutely will not be able to post on a basis that I would consider consistent or fair to everyone else. I'm actually really annoyed because I spent a great deal of time and effort creating Sev and Zahar, and now I basically have to shelf them before I ever get to fully enjoy them.

It sucks.

I want to say that I'll come back in the future, but I don't know where I'll be. I guess time will tell, and I wish you all good luck with the game and your personal lives. :)


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev seems overwhelmed by the large number of people in the common room, and recoils to a corner where he can be left alone to his thoughts. He is decidedly curt to anyone who interrupts him as he settles in.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Yeah, school's been busy for me lately. Life can do that. No rush.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev shoots Raina a pouty, defiant glance before he reluctantly quaffs the potion as she insists.

"Blaugh! This tastes like s#~*!"

Potion! wrote:
Cure Moderate Wounds: 2d8 + 3 ⇒ (6, 3) + 3 = 12


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev interjects only to answer Brask's question. "That black-haired b*@!~--", the tiefling pinches his eyes shut and seems to internally scold himself before restarting. "The armed woman we arrived with has possession of the head." Following that, he stares down at the curative potion he's given in silence.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev seems almost perpetually weary, even after he's been healed. He looks to Raina as if for some reassurance, but just as quickly turns away. "He's dead. Lamm is dead."

His fist clenches so tightly that his claws draw blood from his palm.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev shows a rare glimpse of his compassionate side when he smiles and comforts the children alongside Raina. Once the group reconvenes to decide what to do next, he's quickly back to his old brooding self.

"I guess we can hole up somewhere and figure out what we're going to do. Let's get out of here before someone gets wind of the corpses we've left here. Anywhere's a better place for the children than here."


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Oh, I thought you meant 3 people making checks for some reason.

Appraisal wrote:

Appraise: 1d20 + 7 ⇒ (1) + 7 = 8

Appraise: 1d20 + 7 ⇒ (7) + 7 = 14

pbbbbbbbt


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

"Yeah.. I doubt any of this stuff is legitimately his." Sev glances sidelong at Raina, then continues his appraisal of the goods. "The trick is selling any of this stuff. Nobody loses personalized valuables like this without making a fuss about it to every fop in town; we go to the wrong person looking to sell and then we're clapped in irons. I wish I knew who might have owned these. It'd be easier to collect a reward on their safe return than fencing them."

Skill Check wrote:
Appraise: 1d20 + 7 ⇒ (12) + 7 = 19

If someone assists my check, it should succeed.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Orrrr Zellara used a magical phone booth from the future past to go into the future present to recruit five teenagers with attitude and save a dance school from being shut down by the man and help a steel mill worker with dreams of becoming a professional dancer finally achieve her goals before John Lithgow outlaws dancing forever.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

"Hold on, I've got it." Sev fiddles with the lock a little more.

Skill Check wrote:
Disable Device: 1d20 + 11 ⇒ (10) + 11 = 21


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev seems completely detached from the situation, and stares blankly at the far wall of the room for several moments before realizing he's been addressed. "What? Oh. Yeah." The tiefling gives the lock a cursory once-over, and even in his obviously distracted state, he makes a good showing with the tools.

Skill Check wrote:
Disable Device: 1d20 + 11 ⇒ (7) + 11 = 18


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev weakly makes his way over to Lamm's body and stares down at it in disbelief. He'd been robbed of his revenge, and the hatred burning inside him was not quenched by the sight of the man's dead form below him. He dropped his knees into Lamm's gut and kneeled atop the corpse, tearing into its chest with his claws as tears streamed down his face.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

I posted Nora's entry when I should have been making my new character to replace Reginald. Haha. I just got in from doing a bunch of yard work and now I can finally get some crunch going on.

I'm enjoying this game a lot so far, and I think as long as we just go with the flow, it'll always be fun. :)


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Why not combine the two ideas? You could make your GM PC one of the mercenaries that gets hired, or someone who overhears the situation and decides to join in. When the mercs decide to part ways with the group, your character stays if you feel like you want it to. Win/Win.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Well, I have a suggestion, if you don't mind a little input. It would eliminate the need for any heavy-handed GM intervention.

One of the most tried and true methods for unexpected party problems is the "switch-hitter solution".

Say Aerodus and Tusilak manage to get away. Well, that leaves Sev and Raina in the clutches of the enemy. Let's say Lamm decides he's going to kill them, but he'd rather see them suffer first. We know he has his lackeys torture people, so it's not far-fetched.

Meanwhile, Aerodus and Tusilak hire a couple of mercenaries to help them stage a rescue mission and finish what they started. Alice and I could make some generic mercenary type characters which we would then play until the point where we could rescue our other characters. The campaign wouldn't be stalled out or derailed, and all four of us would get to play the entire time. It's simple, effective, and realistic, and it lets us get ourselves out of our own jam -- which is way more fun and rewarding.

The mercenary characters don't need to have extensive backstories or perfectly thought-out builds, so they'd be easy to make and drop into play (and just as easy to phase out once their parts have been played).

Let me know what you guys think about that idea.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Check the discussion thread. I think you guys should attempt to escape.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Yeah, it looks like we're kind of boned with regards to catching him in this instance. Level 1 fights are so dodgy when you're fighting humanoids because the base damage of most weapons has the potential to 1-shot the majority of characters. I guess we should have been more careful, but the fight actually did start in our favor, so I guess the dice gods are very fickle this time around!

I think Aerodus and Tusilak should run away. It's very unlikely that the two of them can win this fight. Raina and Sev might be of particular interest for Lamm to capture since he knows them, and it's possible we might not be killed outright because of that. This is entirely theory based on the motivations of a character I don't control, though. So.. you know. Grain of salt.

Realistically speaking, though, there's nothing stopping Aerodus and Tusilak from high-tailing it out of there. It makes sense to save yourselves because you really don't owe either of us any kind of loyalty or allegiance at this early stage of the game. A TPK in the first encounter would be a real bummer.

That's my two cents.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Stuff like this happens sometimes. That's why we all play PbP, right? Schedules are crazy. As long as the game doesn't flat out die, I'm more than willing to be patient while things calm down for you. I'm enjoying everything so far!


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev stops dying!


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev is smacked hard by the flail and crumples to the ground in a heap. He might have been upset with Raina's comment if he were conscious enough to hear it! If he lives, he'll probably get an earful, but it's not looking good.

Stabilize: 1d20 - 2 ⇒ (6) - 2 = 4

-2 to -3


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

Sev's attack was against Chuckles, but in the future I will label the target (either their name or the space they're in) on their roll entries as well:

Attack! wrote:
Claw #1 (Chuckles):


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

@Aerodus - I'm going to assume that since we're doing group initiative, the order of each individual on a given side is presumed to be the most efficient order of operations possible. Therefore, you can probably assume you took your shot when you had the least penalty (-2 soft cover) and you had a +1 bonus to your shot and damage from Tusilak.

@Salsa - I posted both my surprise round and my first round action since we won initiative.

P.S. - If the rest of you haven't taken your round 1 actions yet, you might as well go ahead and do that since the DM isn't going to be able to post as frequently for a little bit.


Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

After Chuckles is punched and shot, Sev steps into the doorway and offers the bastard a sly grin. "Who's laughing now?, he growls as his claws are bared and aim to rip into the man with a vicious hatred. After he's done with his assault, the tiefling sidesteps to the opposite side of the doorway.

Combat wrote:

Surprise Round:

Move: 5-foot step into G13

Round 1:

  • Sneak Attack

    Claw #1: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
    Damage: 1d4 + 1d6 + 2 ⇒ (4) + (3) + 2 = 9

    Claw #2: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
    Damage: 1d4 + 1d6 + 2 ⇒ (3) + (5) + 2 = 10

    Move: 5-foot step to G12


  • Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

    Sev is right behind Raina, so I'll wait for her to take her surprise round action first.

    P.S. - It might be easier/faster to roll initiative for the PCs as well as the enemies whenever combat starts. You could just have a formatted initiative block with our modifiers already plugged in that you could copy/paste into your post when combat starts. Easy!


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev's tail stiffens as he hears the familiar voices. With a silent lash, it whips around his waist and tightens there.

    "We might not ever get another opportunity like this. I say we explode through that door and tear them apart. I know what I said about killing..."

    "I've changed my mind. These ones have to die."

    The tiefling stalks through the doorway and turns to face his companions for their reactions, especially Raina.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev shrugs and quietly approaches the fishy doors and gives both handles a slight turn -- just enough to see whether or not they're locked. If the doors aren't locked, he attempts to crack one slightly and take a peek through the narrow opening. If they are locked, he removes a set of tools from a hidden pocket and attempts to pick the lock. As he does all this, he tries to remember if he's heard anything about this place before.

    Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23
    Knowledge (Local): 1d20 + 7 ⇒ (1) + 7 = 8
    Stealth: 1d20 + 9 ⇒ (16) + 9 = 25


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Isn't the door near the top the one on the dangerous walkway? Is this door on the side near Raina the side entrance or the main entrance?


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    I want to see if we can sneak in through the fishy door since that seems like the place where they process the day's catch and aren't likely to be hanging around it after hours because of the smell.

    For the record, Sev is purely melee at the moment. He has a decent Dex, so he can use most simple ranged weapons effectively, but he doesn't currently carry any.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev returns to the group and whispers.

    "Sounds like there are four of them just inside. There's a door across the walkway, but I'm not stepping foot on that deathtrap. There's also a set of double doors that stinks of fish. That might be a quieter way in. I'd rather go in unseen than spook Lamm."

    "Raina, you know as well as I do that not everyone who works for Lamm deserves to die. I'd rather avoid killing anyone here unless we absolutely have to."


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Well, alright. I'm cool with that.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    If we decide we don't want to bother with maps (which I honestly don't mind), we just need to figure out how the flanking/positioning stuff will be handwaived, I guess!

    If my character wasn't so dependent on flanking for dealing extra damage, I probably wouldn't be that concerned about it. Out of curiosity, Salsa, how would you handle it?


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Based on the example scene you created above, I made a basic mock-up in the style of old school D&D maps. It's simple and leaves a lot to the imagination. I think most people just want to know where they are in relation to things, so this gets the job done.

    Kickin' It Old School

    It may be a little inaccurate since your description isn't super specific. These kinds of maps are very easy to make and update. Hell, I think if you just scribbled lines in MSPaint nobody would actually complain. :P

    Unless we're playing 2nd Edition AD&D, it would be difficult to maintain a mapless game without excessive backtracking to read where everyone was the last time you checked the thread, or completely handwaving tactical/positional stuff like cover, flanking, etc. If you didn't find a simple and streamlined way to deal with those things consistently, you'd have a lot of "Hey, is this guy granting cover?" and "I forgot where everyone is.. " or "Am I flanking with so-and-so?" which would definitely end up slowing down play as we all wait to get those answers.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev stalks around the perimeter of the fishery, keeping an eye open for anything suspicious -- or a way they might be able to get in without being noticed. When he's close enough to hear the voices inside, he tries to determine how many of them there are and whether or not any of the voices he hears is Lamm's.

    Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
    Perception (Darkvision): 1d20 + 4 ⇒ (13) + 4 = 17

    Are there any visible windows or other possible points of entry/ways to see inside? Also, I definitely think we should consider a surprise assault or covert infiltration over trying to lure them out. We can always fall back on brute force if those plans go awry.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev remains eerily quiet during the reading, and offers no response. His posture is rigid, and his tail does not have its normal, idle sway.

    No questions!


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev seems to be on the edge of another snarky comment, but Raina's chastising remarks cause him to hold his tongue. He rolls his eyes and half-heartedly points at a card.

    1d9 ⇒ 8


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Yeah, he said to just GMNPC him.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    "I agree with Raina. We end it tonight."

    Sev checks his gear (what little he carries, anyway) and adds:

    "Get on with your little hoodoo witch ceremony and then let's get going."

    The tone of his voice makes it clear that he doesn't subscribe to the belief in whatever magical card readings Zellara is offering.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev flinches, bearing his fanged teeth as the door suddenly opens.

    "I could ask you the same question, and I want to hear your answer first. ", he replies to Zellara.

    The tiefling looks tense, as if he could erupt in a storm of claws at any moment, but something seems to be tempering his anger at the situation.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev flicks his card, which depicts a grisly-looking "peacock", onto the table.

    "Bunch of nonsense."

    I don't know much about them because I purposely avoided reading any of the cards we own in order to preserve the potential mystery. Hopefully the rules will help Hakaru, though.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Check this pdf out: Harrow Deck Rules
    This is the free rulebook on the paizo page. It doesn't show the actual cards (sadly) but it does describe them. Pages 12-23 show the names of each card and their potential meanings. If you want to know what the card actually looks like, here's a link to each of the ones we have:

    These cards may vary a little from the DM's description.

  • Tusilak: The Queen Mother
  • Aerodus: The Unicorn
  • Sev: The Peacock
  • Raina: The Big Sky


  • Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev's Thoughts:
    Great. Raina's boyfriend is a fruity little fop. I never would have thought she'd go for that type. I hope that bread gives him the runs.

    Sev's face contorts into a sickening and literally devilish grin as he ponders something known only to himself.

    When asked who he is, the smile drops from his face.

    "It doesn't matter."

    The tiefling turns with a sharp twist of the hips, the force of which whips his black, scaly tail through the air with an audible whoosh. He makes his way over to the wall next to the door and leans against it, as if he were waiting to pounce on anyone who entered the house.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Awww. Poor Raina. xD

    P.S. - Sev is kind of a jerk until you get to know him (and even then.. still kind of aloof unless you REALLY get to know him). Don't take it too personal, guys. <3


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev scoffs.

    "A mutual interest?"

    Is this your new boyfriend, Raina?, he thought.

    He spits on the street at the thought, like the very idea had filled his mouth with venom. Before he can get a real grasp on the situation, the two of them have already forced their way into the house. When Tusilak mentions Raina's behavior, he stops mid-step and jerks his neck to the side so hard it's a wonder his spine doesn't snap.

    "Do you always talk about people when they're not around? Keep your mouth shut unless you want a fat lip."

    Sev takes a deep breath, and with a pronounced exhale he seems to relax slightly. He's obviously extremely on edge in this situation, and seems to be a bit touchy when it comes to Raina. After taking a moment to calm himself, he addresses the Shoanti man again.

    "Sorry. Just.. ignore me. Let's get off the street before the watch shows up."

    Without another word, he hurries into the domicile behind Raina and Aerodus.

    Upon seeing the note and the food:

    "Don't eat or drink anything. Don't touch anything.", he harshly whispers as he glances around the room.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Okay, all the events should now be essentially chronological and convergent. We're all in the street at the same time now.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Salsa:
    Sev is startled by the small creature which spotted him, but he doesn't stick around to find out if it belongs to anyone. He didn't exactly trust wizards and their ilk, and knew they usually kept such creatures as "pets".

    He took his time climbing down the latticework on the side of the row house and down to the street where the three of them stood. Take 10 (16)

    "You think this is funny?", he harshly yells in the direction of the trio.

    He holds up the card from across the street, directing his stern question towards Raina.

    "Who are these two clowns? Some hired muscle?"

    Sev approaches with calculated steps and looks both Tusilak and Aerodus over appraisingly.

    "You should get your money back."


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev won't go in until he sees someone else go first, regardless of being caught skulking around atop the roof. How it goes down really depends on what everyone else does.


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Okay, my first roll of the campaign is a 1. Glad I got that out of my system early!


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    My post is entirely narrative, so I've made no checks for any of the actions in it. In the future, I obviously will! I thought setting a scene for his entry into the campaign would be more entertaining than rolling like 80 checks. Let me know if there are any issues with it. :)

    @Everyone - It's up to you whether or not you see Sev on the rooftop. He has a distinctive silhouette that Raina is pretty familiar with, so it's not really outlandish to say that she'd recognize him if she happened to be scanning the roof while waiting. He has no significant cover and it's not completely dark yet. Do what you will!


    Tiefling HP: 8/8 | AC: 15, Touch: 13, Flat-footed: 12 | Fort: +0, Ref: +6, Will: +0 | Initiative: +3 | Perception: +4/+5 (vs. traps)

    Sev awakes in a cold sweat, covered in goose feathers and scraps of linen. He lay there staring at the ceiling of the dodgy inn room and panting heavily, as though he'd been running from his nightmares and only barely escaped their grasp. All around him, the tell-tale signs of his night terrors were evident -- he had torn the bed to shreds with his claws.

    Looking out the crack in the wall of this windowless room, he could tell by the golden stream of light that dusk was fast approaching. Just then, a heavy pounding on the flimsy wooden door of the room broke the silence.

    "I know you're in there, devil. Pay for another night or get out."

    It was the innkeeper. If he saw this mess, things were going to get ugly. There weren't any windows to duck out of this time around. Quietly, he slipped into the space behind where the door would open. A moment later, the burly owner jammed his key into the lock and threw the door open.

    "What the--", was all the innkeeper managed to get out before the blunt trauma to the back of his skull sent him reeling to the floor and into the murky depths of unconsciousness.

    The tiefling who had stepped out from behind the door to deliver the blow pulled his hood up over his head and quietly closed the door. A curious head peeked out of a neighboring room in the hallway, but once they'd caught sight of Sev, the door was abruptly slammed shut.

    I need to leave.

    As he checked his gear, he noticed something off. What's this?, he thought as he plucked a mysterious card out of his belt. Before he had the time to read it, he could hear the muffled cries of the innkeeper's rotund, loud-mouthed wife. The guards were here -- he could hear their clanking boots. Thinking back to the previous evening, he remembered that the innkeeper's wife was also the cook, and a lousy one at that. If she was out in the common room talking to the guards, she wouldn't notice him slip into the kitchen. He prayed there was a back door.

    With seconds to spare, he managed to duck around the far corner of the hallway and into the kitchen. There's no door...

    "He was just here, I'm telling you! OH! My Rupert!", the fat hag screamed from the hallway as she found her husband laying unconscious in a room that looked like a wild animal had been caged inside.

    The sounds of heavy boots on the old wooden floor began to clatter urgently in the direction of the kitchen. The tiefling had to think fast. He didn't have any weapons on him, but he knew he could tear out the throat of a guard if he had to.. but there were at least four.. no -- five. Just then, he noticed a grate on the floor beneath the suspended cauldron in the center of the kitchen. It must have been there to catch the runoff. He pushed the pot aside temporarily and yanked the grate by the bars. It was stiff, but he managed to get it open. The smell of rot nearly knocked him unconscious, and he reeled for a moment before tumbling into the narrow opening. He didn't have enough time to replace the grate, and the cauldron slowly swung back and forth over the hole... they were going to find him. It was then that he realized where he was.

    This is the sewer.

    He'd never been more happy to be in such filth, and immediately began crawling through the dark tunnels where he knew the guards wouldn't easily follow.

    A few minutes later, he could hear some familiar voices on the street above that gave him a good idea of where he was. He discreetly exited the sewer as the sun began to set.

    Damnit. I was supposed to meet Nirala to talk hours ago. She'll be livid if I show up now.

    He flicked the mysterious card out of his belt once more, and the relief of escaping the guards turned into a bitter teeth-grinding anger.

    Is this some kind of joke? It's probably Lamm himself trying to lure me into a trap. I'll show him.

    Sev made his way towards the location on the card, but stopped a few streets away to climb onto the rooftops. Carefully and quietly, he crept past dark windows and between many a chimney on his way to the vantage point he desired. Finally, he could see the street and the location where he was supposed to be arriving. A familiar figure seemed to be loitering outside.

    Raina?

    He almost lost his footing. His back was pressed against the brick column of a chimney on the roof of a row house across the street from where Raina stood. He slid down to a seated position and watched; waited.

    Stealth: 1d20 + 9 ⇒ (1) + 9 = 10

    A couple of shingles fall from the roof where he almost slipped. They clatter noisily as they impact the street below.

    Damnit.

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