Alain

Wilhelm Alcontara's page

195 posts. Alias of Leedwashere.


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I really love using music for characters. I have this character who was built for a PbP Hell's Rebels, going for Battle Herald Prestige Class. He's being revived for a face-to-face game that's going to be starting soon, and I've built a playlist for him as part of preparations:

Vox Populi - 30 Seconds To Mars]For Those About To Rock (We Salute You) - AC/DC
Livin' On The Edge - Aerosmith
Hold Your Head Up - Argent
Sabotage - Beastie Boys
Heaven And Hell - Black Sabbath
The Times They Are A-Changin' - Bob Dylan
Like A Rock - Bob Seger
Have A Nice Day - Bon Jovi
We Weren't Born To Follow - Bon Jovi
To Be A Man - Boston
Peace Train - Cat Stevens
Simple Man - Charlie Daniels Band
Rock Of Ages - Def Leppard
Boycott Hell - DeGarmo & Key
Ten Thousand Fists - Disturbed
Heart Of A Dragon - DragonForce
Heroes Of Our Time - DragonForce
Cadence To Arms - Dropkick Murphys
Soldier - Eminem
The Phoenix - Fall Out Boy
This Ain't A Scene, It's An Arms Race - Fall Out Boy
Remember The Name - Fort Minor
A British Tar - HMS Pinafore
Streets of Sarajevo - John McCutcheon
Lights - Journey
Fight Fire With Fire - Kansas
Do You Hear The People Sing? - Les Miserables
Uprising - Muse
All Fired Up - Pat Benetar
When The Foeman Bares His Steel - Pirates Of Penzance
We Will Rock You - Queen
Bulls On Parade - Rage Against The Machine
Raise A Little Hell - Trooper


I'm pretty sure it's in the back of The Slave Trenches of Hakotep (MM 5), and called outsiders are permanently killed when they're killed.

"I don't think she's going anywhere," Wilhelm suggests. "If you remember that summoned wolverine from when she first appeared, it didn't leave a corpse when it was killed. This is markedly different. The rule of thumb I've always heard is 'puff of smoke, summoned bloke; vulture food, dead for good.'"


Taking that approval as sufficient, especially given most of the others' feeling about the matter from the beginning, Wilhelm collects his spear, seeks out the bound Imp and delivers the blow weithout offering any warning or quarter, eager for this problem to cease plaguing their nascent resistance and to prevent the creature's corruption from spreading any further.

CDG 1 damage: 3d8 + 12 ⇒ (4, 3, 8) + 12 = 27

I'm not sure if fast healing prevents a creature from the save-or-die part of the coup-de-gras, but just in case I'ts necessary I'll roll a second one.

CDG 2 damage: 3d8 + 12 ⇒ (4, 2, 7) + 12 = 25


The bulk of this post largely assumes that Wilhelm has been kept restrained until he's regained his own opinions (several hours at least, based on the spell description)

"I no longer agree with my earlier assessment," Wilhelm says, with a strong degree of shame. "I truly believed that it wanted to change, but now I question whether or not that was a bewitchment as well." He sighs. "I propose it's too dangerous to leave alive, even locked in a box, because that box might someday be found. We should coup-de-gras it while it's helpless until it stops healing. I volunteer for this to make up for my previous shortcomings, for which I hope I can be forgiven." Also the spear is a x3 crit, so a good weapon for it.

I do not have an upkeep check to make personally for the organization rolls, but it's been a while in real time since the last batch, so I just want to remind that I provide a +1 bonus to the two secondary rolls of Loyalty and Security.


Round 7, Initiative Count 11+

As Wilhelm stabs and prepares to stab the imp repeatedly, he comes to realize that yes, this is probably going to last not just all day, but perhaps forever. They don't have time for this! And the odds are, indeed, in their favor. He's slightly confused as to why Voreni is trying to restrain him as he goes for the only sane course of action, but the trained guardsman isn't easy for his Tiefling ally to keep a hold of. Valleria, on the other hand, has more success.

"What are you doing?" he demands as he struggles vainly against the experienced hold she has on him. "Let me go! It's the only way!"

CMB: 1d20 + 4 ⇒ (8) + 4 = 12

Summary of Active Effects:
  • Combat Reflexes
  • 10' reach
  • Corian's magic weapon spell
  • Cavalier's Banner: +1 morale on attack rolls when charging, +2 morale on saves vs fear
  • Order of the Dragon challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
  • Grappled: -4 dex; -2 attack rolls/CMB (except to escape grapple)
  • Blosodriette's suggestion spell: destroy the contract


I'm going to hold off on posting Round 7, Initiative 11+ until the people who go after Round 6, Initiative 11 but before me have a chance to intervene if they choose since, as things are headed now, combat will end on my next action.


+1 trait vs mind-affecting
Will Save: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12


Round 6, Initiative Count 11+

While his allies keep the infernal beast from getting away, Wilhelm continues pecking away at it in the hopes of overcoming its diabolical resistances and unholy healing. "I. Can. Do this. All day," he grunts as he maintains his positioning and thrusts.

+1 attack/damage (magic weapon); +1 attack/damage (challenge); +2 attack (flanking)
Longspear Attack: 1d20 + 4 + 1 + 1 + 2 ⇒ (15) + 4 + 1 + 1 + 2 = 23
Longspear Damage: 1d8 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7

Pre-Rolled AOO:

AOO Attack: 1d20 + 4 + 1 + 1 + 2 ⇒ (6) + 4 + 1 + 1 + 2 = 14
AOO Damage: 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12

Summary of Active Effects:
  • Combat Reflexes
  • 10' Reach
  • Corian's magic weapon
  • Flanking with Valleria
  • Cavalier's Banner: +1 morale on attack rolls when charging; +2 morale on saves vs fear
  • Order of the Dragon Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.


Round 5, Initiative Count 11+

Taking the magical assistance from Corian and the tactical assistance from Ignati, Wilhelm takes a moment to swing around the table to put the blasted little devil between himself and Valleria. Such a pesky little dice roller adversary requires pulling out every trick in the book, because every miss is another chance for the blasted thing to shrug off the previous damage. Even as he strikes with his spear now, he's already looking ahead to the next opening the tiny creature might provide, either by trying to go invisible or by moving elsewhere.

+1 attack/damage (challenge); +1 attack/damage (magic weapon); +2 attack (aid other); +2 attack (flanking)
Longspear Attack: 1d20 + 4 + 1 + 1 + 2 + 2 ⇒ (8) + 4 + 1 + 1 + 2 + 2 = 18
Longspear Damage: 1d8 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8

Pre-Rolled AOO:

AOO attack: 1d20 + 4 + 1 + 1 + 2 ⇒ (14) + 4 + 1 + 1 + 2 = 22
AOO damage: 1d8 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7

Summary of Active Effects:
  • Combat Reflexes
  • 10' reach
  • Cavalier's Banner: +1 morale for attack rolls on charges, +2 morale on saves against fear
  • Order of the Dragon Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.


You're right, Valleria. My post previous was round 3. I just miscounted and never caught it. Thanks!


Round 3, Initiative Count 16

Unable to tell where the bloody imp might be anymore, Wilhelm readies also readies an action to close in on the imp once she becomes visible, so at least he can be of assistance by keeping the creature threatened, and perhaps taking advantage of an opportunity again if she keeps up this tactic.

Round 3, Initiative Count 11+

He makes his move as Blosodriette reappears, shooting off her blasted blowgun. He's not quick enough to stop the attack, or take advantage of it, but hopefully the others will indeed benefit from his distracting it.

Pre-Rolled AOO:

Longspear AOO Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Longspear AOO Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Summary of Active Effects:
  • Combat Reflexes
  • 10' reach
  • Cavalier's Banner: +1 morale on charge attack rolls; +2 morale on saves vs fear
  • Order of the Dragon Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.


Round 3, Initiative Count 16

"There you are, you little pest," says Wilhelm angrily when Blosodriette reappears. He steps forward and lunges upward with his longspear at her. "We need to overwhelm her ability to heal," he suggests, but she's proving to be annoyingly difficult to hit for him.

+1 attack/damage (challenge)
Longspear Attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Longspear Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Pre-Rolled AOO if necessary:

AOO attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
AOO damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Summary of Active Effects:
  • Combat Reflexes
  • 10' reach
  • Cavalier's Banner: +1 morale for attack rolls during a charge; +2 morale on saves against fear
  • Order of the Dragon: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.


Round 2, Initiative Count 16

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Unsure where the imp has gotten to, but unwilling to simply give up, Wilhelm turns around in place, trying to point his spear in as many different directions at once as he can, and tries goading it into revealing itself by demoralizing it and making it desperate.

"We will not let you go, imp. The only way out of this is through me, and I think we both know that I'm more than a match for you. You know why I was willing to believe you before? Because you are so pathetic that I felt sorry for you."

+4 size bonus for being bigger than it included
Intimidate: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22


Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

Round 1, Initiative Count 16

Wilhelm actually feels relieved at the Imp's outburst, as it removes any doubt as to what options are best. Perhaps there was never any real chance of saving the wretched creature, but at least he can rest easy in the knowledge that he was prepared to give everything he has to try.

Reacting quickly, he swings his spear around with intent to get this nasty business finished as quickly as possible. "You will deal first with the one most willing to believe you," he demands, issuing a challenge to her. Everyone see summary of active effects for how this effects you, too

+1 attack/damage from challenge
Longspear Attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Longspear Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

If she provokes an AOO from me:

Longspear AOO attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Longspear AOO damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Summary of Active Effects:
  • 10' reach
  • Combat Reflexes
  • Cavalier's Banner: +1 morale for attack rolls on charges and +2 morale for saves against fear
  • Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.


"I think you misunderstand what I'm putting it away for," Wilhelm points out. "According to Corian, if it gets destroyed, even by accident, Blosodriette goes away immediately knowing everything. Whether we kill her or try to save her, both options require the contract to stay safe until it's done. I don't intend to employ her, that's too risky I think. But if everyone agrees it's not worth trying to save her, then so be it. I'm not sure I can do it alone."


Wilhelm thinks quietly, listening to the points of the others. He whole-heartely believes that the creature wants to change its ways, or at least has convinced itself that it does. And, while such a feat would be amazing, it would surely be incredibly time and labor intensive. And do they really have the time and resources to devote to another monumental task besides liberating Kintargo from Barzillai Thrune? Can their intended rebellion prosper while they sleep with one eye open worrying about whether Blosodriette's inherent nature will take over at any moment? Wilhelm's heart wants to say, emphatically, that yes they can do both... but his brain tells him that its equally likely to cause them to succeed at neither. And the stakes, in both cases, are too damn high. The difficult question is whether it's enough to fail in attempting the right thing, or succeed in doing the wrong?

"Ignati's right about that," he announces, sighing and rolling up the contract to stash it in his backpack. Destroying it is the one option that Wilhelm has no reservations about dismissing. "We cannot afford to simply let Blosodriette go. The imp knows too much about us, and if there's one place in this world most likely for a devil to end up, it's right back here in Cheliax. I would still prefer to give it a chance to prove itself, though. Who among us would be content to be condemned for simply for who we are? Can we truly be the heroes this city needs if we don't at least try to save everyone, regardless of the difficulty?"


Sense Motive: 1d20 + 4 ⇒ (3) + 4 = 7

Wilhelm is surprised by the nature of Blosodriette's protest to Voreni. Perhaps he's looking too hard for a reason to spare the creature, but he also is a believer in reformation over capitol punishment. The latter can always be applied later if the former proves impossible, but can never be taken back once applied.

"Blosodriette, can you honestly say that you would truly renounce evil and strive to be redeemed?" he asks, seemingly not having heard Morrigan while wrestling with his own moral dilemma.


"Your scare tactics have cased one of our friends to think he's going crazy, and directly caused the death of another," Wilhelm points out, still holding the contract but not yet making any move to follow through with his threat. "That makes it difficult to establish a trust and working relationship, and the fact that I know what you are makes it more difficult. You've been hiding among us for days, so by now you must surely have discovered our purpose here. I have no desire to kill a potential ally out of hand, but my friends who have directly suffered grief at your instigation may need more persuasion. So what service could you render that could make up for all of that?"

He looks around at the others in the room, to try and get a sense for what their take on this situation is. He, himself, finds the idea of drawing a fiend into their ranks more than a little morally repugnant, but so too is his feeling toward unnecessary slaughter. Though the desire for justice and protection if his allies would help assuage the latter, and simply having lived his whole life in Cheliax makes the idea of having an infernal servant more normal and less obviously pants-on-head crazy.


Round 2, Initiative Count 18+

After a few seconds to think about the contract and the nature of both it, and the blowgun-wielding creature that just appeared, Wilhelm gets an idea. He's not sure if it will work, it really depends on the personality of the thing, but it all hinges on the notion that the contract binding it is important. Leaving the wolverine in the capable hands of his allies, Wilhelm takes the contract (either from Rexus himself or from the table if he left it there during the attack, not sure which is appropriate) and holds it as though he's about to rip it. It's written in Infernal, so that's the language Wilhelm is certain the creature can speak. All this assumes, of course, that this is in fact Blosodriette. Otherwise, he's just going to look and sound like a crazy fool.

"Blosidriette, ως φορέας του συμβολαίου σας, εγώ διατάζω να σταματήσουν αυτήν την επίθεση με τη μία και να εξηγήσει τον εαυτό σας, ή θα το καταστρέψει τώρα και τότε θα σας καταστρέψουν, καθώς και!"

Infernal:
"Blosidriette, as the bearer of your contract, I order you to desist this attack at once and explain yourself, or I will destroy it right now and then we will destroy you as well!"

Intimidate: 1d20 + 7 ⇒ (19) + 7 = 26


Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (planes): 1d20 + 2 ⇒ (12) + 2 = 14
Also I can read Infernal.

Round 1, Initiative Count 18

"What's a Blo-holy hell," Says Wilhelm, caught by surprise in mid question by the sudden appearance of the animal. His quick reflexes take over and, in a bid to protect Rexus and the sisters he circles clockwise around the table to take a stab at the thing.

"It came from nowhere," he supposes to the others. "I think it was summoned. The summoner must be close, but I can't see him!"

Longspear Attack Wolverine: 1d20 + 4 ⇒ (16) + 4 = 20
Longspear Damage Wolverine: 1d8 + 4 ⇒ (1) + 4 = 5

Summary of Active Effects:
  • Combat Reflexes
  • 10' reach
  • Cavalier's Banner


Wilhelm gives a supportive glance to the Fushi Sisters as he pushes past them into the study. Seeing that the man is deep in concentration, he gently clears his throat to announce their presence.

"Hello, Rexus. Do you have a minute? Laria said you've seemed extremely worried recently. Have you discovered something disturbing in those papers?"


"I think the only way to find that out is to ask him what he needs," says Wilhelm, vaguely, distracted by the continued worries of the odd noises that have been continuing. "If it comes to a choice between lying low and helping, I would hope that we'd all choose the latter without hesitation."

Unless others object, he'll nod a thanks for the advice and information to Laria and then seek out their other benefactor, keeping an eye out for architectural anomalies on the way.


"We did, indeed," Wilhelm says, nodding. "He and his company were in poor condition, but alive. They're hunkering down at their own safe house for the time being until they have regained their strengths to the point where they feel they can resume activities against the establishment. You may be contacted by them when they come to seek us out. How were things here while we were gone? Any more signs of sabotage?"


My sincere condolences for your loss :(


Hope everything turns out OK with your mom :\


Wilhelm assists in getting them all to their feet after he unlocks them.

"I'm... not fully in support of burning the place down," he says, hesitantly. "I understand the reasoning, mind, and if this place were nothing but Thrune loyalist thugs I don't think I'd have a problem with it. I just worry for the folks whose living we'd be destroying. It's just one salt works, sure, but they all add up and it would be preferable to still have a functioning city to liberate when we're through." He blows out some air having gotten that off his chest. "I'm not going to make any ultimatums about it, though, and if everyone agrees that's the best course of action I'll go along with it. I just wanted to have my objection on record, as it were. I think our mission is accomplished here, either way."


Wilhelm immediately moves forward and starts trying to unlock the manacles on the prisoners with the keys he took from Kossrani.

"Hang in there, we're here to get you out," he assures them.


Wilhelm takes the moments while everyone else is being healed to use prestidigitation to clean off his spear and his banner. When everyone is ready to move, he'll take the lead with the keys handy, following the directions to the back where the thug said the prisoners were. He stays quiet, not having much to say. The reminder that this is still a functioning business has him feeling rather weird, and he's concerned for the effect that their sudden barging in and liberating might have on the innocent folks who were just trying to scrape out a living in this hell. He hopes that whoever takes over the business next, if anyone even does, will be better. Unfortunately, these days in Kintargo things don't seem to be getting better for anybody.


Now that the immediate danger has passed, he steps up to the wounded Corian and provides a little first aid to get him back on his feet.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

"You still have the wand, right?" he asks the faux Asmodean as he comes around. "I'm completely spent, but it looks you could use some more help, and Voreni and some of the others as well. We should probably tend to our wounds while we have a minute just in case they don't give up as easily as this guy suggests."

He starts checking Kossrani for keys. "I assume the room they're in is locked," he says, directed at the one who surrendered. "But are they bound with more locks as well, or just ropes?"


Round 6, Initiative Count 16

Wilhelm continues to inspire, though he's running out of things to say at this point with combat lasting so long. He moves into a position where he can still reach Kossrani with his spear, but is finding the drawrf a much tougher nut to crack than he expected.

+1 attack/damage from inspire courage
Longspear Attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 come on dice!
Longspear Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Summary of Active Effects:
  • 10' Reach
  • Combat Reflexes
  • Cavalier's Banner
  • Inspire Courage +1 (final round)
  • feather step


As a heads-up, I'm going to be traveling for the weekend and am unlikely to post at all on sat/sun, and probably most of monday as well


Round 5, Initiative Count 16

The overwhelming numbers against them have dwindled considerably, and Wilhelm starts to feel less desperate. He continues inspiring his allies and slide-steps into position to flank Kossrani with Valleria.

+1 attack/damage from inspire courage; +2 attack from flanking
Longspear Attack: 1d20 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12
Longspear Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Summary of Active Effects:
  • 10' Reach
  • Combat Reflexes
  • Cavalier's Banner
  • Inspire Courage +1
  • feather step


Round 4, Initiative Count 16

Wilhelm, maintaining the inspiration, slide-steps closer to the pit and tries again with the spear against the target up and to the left, closest to the doors to the back room.

+1 attack/damage from inspire courage
Longspear Attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Longspear Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Summary of Active Effects:
  • 10' Reach
  • Combat Reflexes
  • Cavalier's Banner
  • Inspire Courage +1
  • feather step


I just started running that one myself, so I think I'll pass as it's all so very much loaded into my brain right now I'd have a very hard time keeping my IC and OOC knowledge separate. Thanks for the offer, though! I hope it goes well for you. :)


Round 3, Initiative Count 16

Wilhelm continues to provide inspiration to his allies while striking with his spear at the one which successfully attacked Morrigan, frustrated that the other two circumvented him.

+1 attack/damage from inspire courage
Longspear Attack: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Longspear Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Summary of Active Effects:
  • 10' reach
  • Combat Reflexes
  • Inspire Courage +1
  • Cavalier's Banner
  • feather step


My condolences as well. That's terrible. :(


Round 2, Initiative Count 16

Wilhelm prepares to handle the new arrivals himself while the others deal with the threats already existing in the room. He continues to inspire his allies with his words while taking the fight to the thug that entered the room, foolishly stepping within reach of his spear. It doesn't connect, but it does give him a moment to take a tactical step backwards to both support Morrigan and force the other thugs to deal with him on his own terms.

Continue Inspire Courage (free), Melee Attack closest Thug (Standard), 5' step down & right (already done on map)

+1 inspire courage
longspear attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
longspear damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

I'm out of 5' step reach of those three thugs, so I'm going to roll AOOs in advance case they're needed for the upcoming round. Ignore any that don't get used.

Advance AOOs:

+1 to all for inspire courage. +2 attack on first one for Tactician trait 1/day
AOO attack 1: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
AOO damage 1: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

AOO attack 2: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
AOO damage 2: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

AOO attack 3: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
AOO damage 3: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Summary of Active Conditions:
  • Combat Reflexes
  • Cavalier's Banner
  • Inspire Courage +1
  • feather step


heheh. I've got your back, Morrigan!


Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

Round 1, Initiative Count 16

In some ways, their deception being discovered is a relief for Wilhelm. It had seemed to have run its course without yielding results. He takes the opportunity afforded by his quick reaction time to get behind the thugs to screen the invisible Morrigan. They'd have to move through a gauntlet of swift spear strikes, or take him out personally, to get to her.

"The fact they're so eager to attack suggests they have something they wish to hide after all. Stick by your principles and remember why we're here!"

Standard action to Inspire Courage +1

Summary of Active Effects:

  • Combat Reflexes: 3 AOOs/round
  • Longspear: 10' reach
  • Inspire Courage +1: all allies gain +1 competence bonus on attack/weapon damage rolls and +1 morale bonus on saves vs fear
  • feather step?: ignore difficult terrain, but not sure if its 10 min duration has exired at this point


During the brief tour, Wilhelm pays extra attention to the workers down in the salt drying pit. He eyes them carefully, trying to get a sense if any of them are being held against their will and forced to work, or other signs that they might be the rumored prisoners being hidden in plain sight.

SenseMotive: 1d20 + 4 ⇒ (12) + 4 = 16
also see my perception check from last post if relevent


Wilhelm also keeps his eyes open, and his spear out like a walking stick. One of the benefits of a polearm with a banner attached, people are usually understanding of the fact that there really isn't any place to put it away. This, in turn, makes it much faster to put into use if necessary.

Standing ready for anything, and will also look around if given a tour.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17


Sometimes you just expect a plan to fail, and get totally caught off guard when it doesn't :P


Perhaps say your family insists on a great understanding of the businesses they're associated with, and demand a full tour of the place? We can keep an eye out for secret doors or places they don't allow us to visit, or perhaps they'll just call our bluff and we can end the charade the fun way :P

Ninja'd!


Wilhelm puts on an exaggerated frown and attempts to aid Ignati in his attempt to bring the suspicious Tiefling to heel.

"How does this business function when the underlings interrogate their betters? Get Mister Vanshnarstill your master at once, toadie."

Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19


Wilhelm stands tall, acting the part of the bodyguard for now, and lets Ignati or Corian do the talking in keeping with their ruse. He does note, though, that for an active business there are a lot of people sitting around playing cards. Perhaps the rumors they followed here were solid, after all. He mentally prepares himself for combat, should it break out.


"Or we could just knock on the door and pretend to be potential customers," Wilhelm suggests as a counter proposal. "It might be less complicated. The workers have let us pass so far, and Ignati is of noble blood. He could probably be convincing enough to get us through the door, and once we're inside we can improvise as the situation demands. Don't forget that we're here on a rumor. Sometimes things get exaggerated.

"Although if one of us who is very stealthy or disguised wants to slip away and scout first, or concurrently, we can never have too much information. I just know that sort of operation is outside my own skill set. Maybe Voreni?"

Since he has no idea what to expect, he casts feather step on himself so he can still move tactically regardless of how cluttered the building might be with debris or people.


"I don't know that you should come with us, but if you have any insight on the place or the mercenaries inside that might be help enough," answers Wilhelm. "If you're up for it, we need someone to keep an eye on Morgar while we're gone. As for the timing, I would function best if we went during the day, and we've been needfully putting this off for so long I would prefer we went right away. While I understand the tactical advantage of night, I'm not sure we'll manage the element of surprise if the humans among us require we bring lights."


"I concur as well," Wilhelm says, nodding, and readying his spear and banner.


Wilhelm tries read magic, but doesn't expect much. "I'd guess it's an expended scroll, or perhaps it was scribed with some sort of warding magic. Do you detect any unusual magic on Rexus himself, Morrigan?

"I definitely heard piping music last night, which I think serves as effective proof that Morgar is not fully to blame for his unfortunate actions. The fact that I couldn't find the source leads me to believe that the musician was invisible. Rexus, since you're here, do you have any means of purging invisibility at your disposal?"


Wilhelm nods. "That seems like the best plan for now, though it seems yet another circumstance distracting us from the salt works. It's uncanny, but this problem can't be ignored." He rummages through his stuff and pulls out his silver raven figurine. "I'll volunteer to take the first shift. Perhaps if it shows up I can use my talent of speech-giving to interfere with its influence."

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