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Knave

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  1. Name: Kirit | Class: Fighter 6 AC: 16+1| HP: 53/72 | Hit dice: 4/4d10 SR Abilities: SDice: 0/4d8 1/1d6 | Action surge 0/1 | 2nd Wind 1/1 LR Abilities: Luck 1/2 | Adamant 0/1 Attacks Extra attack, and off-hand attack Rapier +7 1d8+3 Magic short sword +8 1d6+4 Light crossbow 80/320 +6 1d6+3 | Saves Str +3 | Dex +4 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack | Menacing attack | Trip attack | Parry | Riposte | DC 14; Kirit finds himself up against the dragonborn as he summons an actual godsdamn demon. That sort of thing tends to attract the attention. Drawing on Praetorian's magic, Kirit plants his feet and goes to work with the rapier. OOC Bonus action: Adamant Action: Attack rapier Action surge: Attack rapier Use Precision d8 and Luck to get 3 hits: 42 damage. Plus 3 DC 13 wis saves against fear (if he fails one, switch to str saves against prone)
  2. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 1/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Heather leaves the talking, good and bad, to the others. She begins to meticulously search the fallen enemies, starting with their oversized leader. They must have some maps or letters or something. "Don't forget to search that one first" she calls to Jaqi. OOC ...
  3. OOC IaM - On a miss, you reveal some information to the monster or whoever you are talking to TyG - the Keeper will tell you a general direction to go. Take +1 forward as you explore that As the tall porter locks the door again, you all feel slight warmth in the air around you. Those among you who are the most attuned to such things have a faint sense that something has just taken notice of you. For Ekram, the sensation is more specific. His eye is drawn out of the corridor window, into the main quad, and to the out-of-place untidy tangle of cones, tape and tarpaulin that encloses and conceals a central section of the neatly manicured grass. A handwritten sign is attached to the nearest cone: DANGER
  4. Name: Kirit | Class: Fighter 6 AC: 16+1| HP: 53/72 | Hit dice: 4/4d10 SR Abilities: SDice: 4/4d8 1/1d6 | Action surge 1/1 | 2nd Wind 1/1 LR Abilities: Luck 2/2 | Adamant 1/1 Attacks Extra attack, and off-hand attack Rapier +7 1d8+3 Magic short sword +8 1d6+4 Light crossbow 80/320 +6 1d6+3 | Saves Str +3 | Dex +4 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack | Menacing attack | Trip attack | Parry | Riposte | DC 14; The climb looks unappealing, especially after having his arm torn up. And sheathing the swords doesn't seem like a great idea... hopefully the rest will find a way to come down. Kirit feels Niko's power flow through him, and just as quickly, it is gone, blasted away by the other werewolf. Maybe all the magic folks would cancel each other out and they can all just have a traditional brawl. A man can dream. Kirit's swords are working away, his mind a little elsewhere. These folks have bite, but they aren't the main course. OOC Attack, Extra attack, Off hand attack I'll move through the nearest enemies as and when they die, aiming to end up beside Niko. I'm not attacking the dragonborn.
  5. Name: Kirit | Class: Fighter 6 AC: 16+1| HP: 72/72 | Hit dice: 4/4d10 SR Abilities: SDice: 4/4d8 1/1d6 | Action surge 1/1 | 2nd Wind 1/1 LR Abilities: Luck 2/2 | Adamant 1/1 Attacks Extra attack, and off-hand attack Rapier +7 1d8+3 Magic short sword +8 1d6+4 Light crossbow 80/320 +6 1d6+3 | Saves Str +3 | Dex +4 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack | Menacing attack | Trip attack | Parry | Riposte | DC 14; The big one disappears, and already the plan is gone. In some ways, Kirit prefers it that way. Just take care of things as they come up. He runs through the nearest enemy and moves towards where the press is thickest. OOC 5 feet to close with nearest enemy Attack, Extra attack, Off hand attack If he dies, move south towards Niko (if my first target dies before my last attack, I use the attack on any enemy I can reach)
  6. It's just where the token already was. I expect him to be in the front line
  7. Isn't the big bad up on the rock with us?
  8. The porter looks at you all a little suspiciously, as though suspecting a prank or scheme, but looks reassured by David's presence, and wordlessly picks up the desk phone and dials through to Alice's room. He lets it ring for a minute, then replaces it. "Since you've raised a safeguarding concern, I'll check her room. You can come, but I can't let you in." He picks up a ring off keys and leads you around the main quad, a large portion of which has been hastily covered with tarpaulin, and cordened off with cones and cheap orange tape. The porter leads to you to the first floor and an oak door. He knocks for over a minute, and then turns a key and steps inside, calling out. Thirty seconds later, he's back. "No one home". He sounds a little accusing. "We can keep a note at the front desk?"
  9. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 1/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Seeing their quarry turn to flee, Heather murmurs some words that her grandmother taught her in the old tongue. She lets fly another arrow, but it goes wide. Where it lands, a thorny briar patch explodes from the ground and withers away just as quickly. She scowls, and makes to draw again. OOC Bonus action : Cast Ensnaring Strike Action: Attack shortbow Concentration: Ensnaring Strike
  10. Name: Kirit | Class: Fighter 6 AC: 16+1| HP: 72/72 | Hit dice: 4/4d10 SR Abilities: SDice: 4/4d8 1/1d6 | Action surge 1/1 | 2nd Wind 1/1 LR Abilities: Luck 2/2 | Adamant 1/1 Attacks Extra attack, and off-hand attack Rapier +7 1d8+3 Magic short sword +8 1d6+4 Light crossbow 80/320 +6 1d6+3 | Saves Str +3 | Dex +4 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack | Menacing attack | Trip attack | Parry | Riposte | DC 14; Kirit looks a little bemused as the diminutive hand slaps his chest. "Settle down, kid, or... I'll tell your mother, I guess." Then he frowns. "Didn't mean to make you sad though. Let's be friends? World's dark enough without us all falling out." When they arrive, Kirit looks around for any sign of Niko.
  11. Absent any other pressing engagement, the hunters make their way towards Alice's college, splitting up to cover the most likely routes. But no one spots any sign of her, and so in a short time they all reconvene at Merton Lodge in the dusk. Merton is a small college, with less than 300 undergraduates, and famous for only two things: consistently leading the Norrington Table that ranks colleges on their exam performance, and for walking backwards around their main quad at 2am once per year to ensure the clocks go back on schedule.
  12. Heather Nonameyet AC: 15 | HP: 16/20 | Hit dice: 3/3d10 LR Abilities: Taunt: 2/2 | Fearless 1/1 | 1st Level 2/3 | Primal spell 1/1 AttacksShortbow 80/320 +7 1d6+3 P || Handaxe 20/60 +5 1d6+3 S || Hoopak (sling) 40/160 +7 1d4+3 B || Hoopak (spear) +5 1d6+3 P : 1d8 per turn Colossus Slayer; | SavesStr +1 | Dex +5 | Con +1 | Wis +3 Adv vs Fear | Int +1 | Cha -1; | Spells+5 attack, DC13 Hunter's Mark; Ensnaring Strike, Speak with Animals | Heather has been hunting her whole life, and it's not hard for her to pick out the wounded goblin in the bushes. The battle is almost over, but this is a dangerous moment: the enemy is desperate, and it is easy to become complacent. Finish the job. OOC Perception to detect hidden 9 Bonus action : Hunter's mark Action: attack shortbow (plus hunters mark, plus Colossus slayer)
  13. Name: Kirit | Class: Fighter 6 AC: 16+1| HP: 72/72 | Hit dice: 3/4d10 SR Abilities: SDice: 4/4d8 1/1d6 | Action surge 1/1 | 2nd Wind 1/1 LR Abilities: Luck 2/2 | Adamant 1/1 Attacks Extra attack, and off-hand attack Rapier +7 1d8+3 Magic short sword +8 1d6+4 Light crossbow 80/320 +6 1d6+3 | Saves Str +3 | Dex +4 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack | Menacing attack | Trip attack | Parry | Riposte | DC 14; Kirit chips in too, coming back from purchasing two healing potions. "How do you pay for protection around here? We can talk about dragon fees another time, but you need extra guards until this threat has passed. We don't do backcountry doorman rates, it's mercenary day rates, and probably a bonus since the problem is so substantial."
  14. Name: Kirit | Class: Fighter 6 AC: 16+1| HP: 72/72 | Hit dice: 3/4d10 SR Abilities: SDice: 4/4d8 1/1d6 | Action surge 1/1 | 2nd Wind 1/1 LR Abilities: Luck 2/2 | Adamant 1/1 Attacks Extra attack, and off-hand attack Rapier +7 1d8+3 Magic short sword +8 1d6+4 Light crossbow 80/320 +6 1d6+3 | Saves Str +3 | Dex +4 | Con +4 | Wis +1 | Int -1 | Cha +0; | Maneuvers Precision attack | Menacing attack | Trip attack | Parry | Riposte | DC 14; "A duel? A battle of honour with a werewolf? We should rather assassinate him. Approach asking to parley, you can even ert if you like, then someone strong grab him, and I will skewer him before he can run. The rest will fall into lime behind Niko once the big one is down. I'm feeling more and more like this is the only play."
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