Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick follows the others back to the encampment after finishing things at the canyon.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy lands quietly by her quarry and prepares to end him IF she has to. She stands in the darkness, axe raised to strike and hopes some idea will come to her. Perhaps her team will make it to her before her sleep hex runs out. If not, knowing how dangerous he can be, she plans to kill this man.

If hexing him will not wake him Cindy will hex him with 3 types of evil eye and then misfortune while she waits.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Nice job on holding the second line Cormick. You said the rangers she smiles as both of them after finishing up in the canyon speed up to catch up with cindy


With a duration of only 6 rounds on the slumber, he will awake long before the others arrive. You can hex him without waking him though as none of those deal damage. CdG or other plans?

With the first battle over Yaj takes in a deep breath. "Thank you Cormick, I thought I was done for."

Though only a few minutes having passed between the chase and the fight, the forest is now pitch black. The light of the bonfire can be seen in the distance, flickering through the trees, but not nearly enough light reaches the local vicinity to make your way by.

Either Cindy will need to come back to lead the way, or a light source will need to be produced.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick cast a dancing lights in faintly glowing, vaguely humanoid shape, and takes in the scene of death around them. He whispers quietly to everyone, "Is everyone ok? Any one need assistance?"

Cindy I believe you will be out of distance of the message spell, 160'.


Cindy doing a CdG before the man awakes?
Rest of the group going to Cindy? Or Cindy coming back to them?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

yes the rest of the group is going toward cindy as soon as we finish dealing with the bandits.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Yep, what Aerin said.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Yes, She will end him before he awakes if she must. But she would rather use him for leverage to trade for prisoners. We are only 70' away from the others/the fire, right? Would you let Cindy tie the chief up without waking him? Or at least suggest some odds of doing that? She has an advantage in that she can see in the dark. What are the other men doing at the moment?


The warriors near the prisoners are just standing near them, weapons drawn, though not specifically threatening anyone at present.

I'll give you a 2 in 3 chance of not waking him. He is lying face down, so getting his arms behind is back is a pretty simple matter.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy considers what she thinks is the odds of not waking the man, and in the end chooses not to risk it. Even if secure, he could be a threat or bring one. With a quick action she brings her axe down at the apex of the man's neck, likely ending him.

Coup: 3d12 + 3 ⇒ (6, 3, 2) + 3 = 14

Cindy is no warrior and is alone, so she chooses to play this conservatively. This man has proven how tough he is when he took down her summonsed creature in a single hit. A call for help, even if he is tied, could prevent her from keeping him captive.


Cindy finishes off the war leader while Cormick leads the others back towards the camp with his dancing lights. Near the dead chieften everyone gathers together a again.

Several of the men near the bonfire point towards Cormicks dancing lights, and one shouts out, "Surrender or we kill them." He steps closer to one of the prisoners, lifting his blade to strike.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

About how many warriors are near the prisoners? About how many prisoners are there? And are the prisoners separated from the warriors by a locked gate or anything like that, or are the prisoners in the hands of the warriors? Just trying to gauge the amount of loose if we did not surrender (the merchant part of my character is weighing the options).


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy attempts to assist an expected diplomacy or intimidate roll from Cormick. We do not know them. Kill them if you must. But we will kill two of you for every one of them you hurt. You can trust in that. Perhaps there is another way. Perhaps you value your lives more than that.

1d20 - 2 ⇒ (17) - 2 = 15


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

One more question... Does there seem to be any one taking a leadership role that we can observer from where we are?

Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Sense Motive: 1d20 + 9 ⇒ (7) + 9 = 16

Well those were not the best rolls.


No one in particular seems to be in charge - the one man yelled out, but nothing sets him apart from any of the others.

Cormick going for a diplomacy roll with Cindy's assist?
Aerin also Assisting: 1d20 + 8 ⇒ (14) + 8 = 22

There are nine warriors. And 14 prisoners. The prisoners are just tied to one another and to nearby trees

Map


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick kneels down to dead chief's corpse, and casts a spell. Honeyed Tongue
"Yep, this coward is dead. Beyond my magics to restore him. I can speak with the corpse tomorrow and learn what secrets he had, or maybe these others will be more cooperative," he says while looking at Cindy Lu and Aerin, but loud enough for the other to hear also.

Cormick stands and turns to the warriors, "Now let us not be haste and throw threats around. We came for your captives, you can leave now if you let them go. But if you do leave now, you can never return to this area again. As we can not ensure your safety once our patrols are routinely moving through here. Your only other option, if you don't want to leave the area, is to work for us, seeing as both your chief and shaman, along with most of your friends are dead."

"The others fought well and showed their true mettle in battle when they did not flee like your weak and cowardly chief did. You see how our shaman ended his miserable life, just a few feat away from you. You must realize that he would have only used you as a shield against us, throwing you to the slaughter so that he may live. It is just confirmation that swine knew of our abilities," says as he points to the chief's body in the glow of the dancing lights.

"So what say you to my proposals? Proposal A, Let your prisoners go and you can leave, never to return to this area. Proposal B, let your prisoners go and join with us. Or the undeclared proposal C, and I do regret having to included this one, but it must be stated to ensure that it is known, harm one of the prisoners and watch as you and your friends never leave this camp."

Diplomacy, 2 assists: 1d20 + 21 + 4 ⇒ (15) + 21 + 4 = 40
Diplomacy, Honey Tongue, 2 assists: 1d20 + 21 + 4 ⇒ (9) + 21 + 4 = 34

With the silvered tongue racial trait, Cormick can shift the attitude three categories for every 5 over the DC of the diplomacy check.

I used url links to help identify areas in Cormick's dialog that he would want to put more emphasis into this words.
Perform (Oratory): 1d20 + 15 ⇒ (14) + 15 = 29

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On Going Effects: Message (Group -Cindy), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

you would do well to listen to his words as you can see, or not, we aren't above getting our hands dirty. Our job was to eliminate those that tresspassed on our territory. If we come back our job done with survivors than so much the better. If we don't but you are all dead we still have accomplish our task. So its really up to you and this gentle fellow standing next to me.

yup aerin is in a certain fashion assisting cormick. If possible she will have a readied action to glitterdust most of the warriors at the first signe of trouble.


There is a few seconds of hesitation, then one, followed by another, followed by the rest, quickly move into the darkness of the woods going northeast.

There are gasps and sobs from the prisoners as their captives flee the area. Artus and Yaj rush forward to cut the ropes holding them.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy will take to the air scouting just above the her group and the prisoners, using her dark vision to make sure the enemy is really gone. After she will cast Detect Magic and look over the chief's gear. Eventually she will go back and gather weapons, armor, and other valuables from the slain.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Humph... they could have earned some good coin if they had wanted to work for us. Oh well.

Cormick checks on each of the freed captives for injuries and what-not.
Consoling them and gathering what information that they may have overhead from the warriors.

Gather Information: 1d20 + 21 ⇒ (3) + 21 = 24
Gather Information, Honeyed Tongue: 1d20 + 21 ⇒ (7) + 21 = 28

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On Going Effects: Message (Group -Cindy), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

nice work. she turns toward the rangers so any other area we should scout or you are considering mission is passed ? she says keeping an eye open for signs of trouble.


Searching the dead, Cindy finds coins totaling 950 gold, a masterwork greatsword, a ring of protection +1, a cloak of fangs. On the body of the shaman is a potion of cure light wounds, and a parchment with a short message in the same language as other recently found documents.

Artus responds to Aerin's question, "I'd like to scout around in the morning, but hopefully this war party is the extent of the demoness's plans in this area."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy hands the ring to Cormick. Wear this for now. You fight in melee but are not as well armored as you might be. Aerin, are you interested in this cloak? In addition to being as good as your current cloak of resistance it lets you make a bite attack 5 times a day. It seems to go with your ability to attack multiple times better than anyone else.

She offers the use of the great sword to one of the rangers and, not having one herself pockets the potion of Cure Light. Can anyone read this note? I regret that Comprehend Languages is not available to me to learn.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick put the offered ring on while saying, "Thank you. I can not read the words either, but I have a scroll of comprehend languages that should do the trick, unless it is encodeded. Have any other writings available if we have not already done this, as the spell will not last that long."

After putting on the ring, he searches through his backpack for his scroll. Casting the spell he read aloud the various messages. He will also cast message on the group once more.

--------------------------------------
On Going Effects: Message (Group -Cindy), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I hope i don't break a teeth while doing so she replied smiling.

She ten turns toward the ranger After Cindy has healed us we can go roaming around for a bit and do that scouting in the morning


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick will expend what healing he has left on the group and the ex-captives, with the last casting going on himself.

1st level slots
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
CLW: 1d8 + 5 ⇒ (1) + 5 = 6

2nd level slots
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 5 ⇒ (8) + 5 = 13 (Cormick)

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On Going Effects: Message (Group), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

the First CLW is enough to heal all the wound that aerin received.


The message is short, Perform the summoning tonight. Lyetia will join you near midnight to provide further instructions. Reading it now with the aid of magic, Cormick can see that the strange and aliene symbols are neat and precise.

There is another paper that Aerin had picked up from Lyetia's home in the same alien language, of the same handwriting. A small strike force, with the assistance of your allies, is making good time along the western road. They should arrive within 10 days. There is no date to indicate how long ago this message was written.

There are expressions of thanks and gratitude from the prisoners as Cormick heals several of their wounds, mostly chaffed wrists and ankles from the ropes, and bruises on the face of several that were obviously beaten.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy tries to recall what the group knows about Lyetia. The once governor's assistant. Hmm. She disappeared right? What do we know about her? Is it possible that she will be her at Midnight?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick shruggs his shoulders, "Maybe."

It may not have been the wisest to use all the healing already, how well... I have this shinny new ring on now, he thinks to himself, trying to find the positive in the possible situtation.

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On Going Effects: Message (Group), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Well it looks like she will coming here tonight. We can set up a trap for her. Lets go back to the summoning place have the captive take their role as captive and someone as the summoner. We can look like guards. But remember that can can fly and even teleport herself. It will be the only things she will do so we will have only a few seconds to kill her before she does. she ponders for a second

Weapons needs to be Cold iron in order to inflict maxiumum damage right ? I am not sure we can do it unless you are sucessfull Cindy. In raw damage i can't do it before she teleport away


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Successful at what?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I have some cold iron bolts and my rapier. We may be able to find one within the group that we rescued with the nerve to stand with us to use the crossbow, he says as he turns to the freed prisoners.

"I am looking for at least one brave soul to join us to set vengeance on your true reason you where captured. To be the victim of some foul blood sacrifice. Who will stand with us, so that your families may never fall prey to these monsters again?

Trying to rally at least one of the captives to assist us.
Bluff (Diplomacy): 1d20 + 21 ⇒ (18) + 21 = 39
Bluff (Diplomacy), honeyed tongue: 1d20 + 21 ⇒ (17) + 21 = 38

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On Going Effects: Message (Group), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

slumber Hex is pretty much our only option providing she isn't flying... (i feel)


Several of the freed prisoners volunteer to help. Two men, and one woman. "What do you us to do?" the woman asks fiercely as to young children cling to her clothing from behind.

Where is everyone planning to setup for an ambush at? At the bonfire? A little distance from it? Other? Any other preparations other than having the prisoners pretend to be tied up to the trees still?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Proposed plan: we want to resume exactly the summoning where it was. with Cormick playing the Role of the Summoner. Cindy (holding big Fetish Mask for the summoner) and showing her scars the attendant and Aerin the victim stripped to her waist and her belt scarf holding her skirt.Faced drench in blood as to hide her face / hair in a mess and dirty. One dead body near by already "Sacrificed" The prisoners play the role of prisoners and our Rangers as Elite guards. We take the body of the barbarians we killed and roll them in their sleeping bags soaking in alcohol. Cormick can do all the Chanting etc...

DM Keep out. Cormick / Cindy Only:
Maybe we can also set up cormick to use his fascinate / Slumbler / Steal Spell (Teleport) in order to have a two prong attack on top of Cindy's Hex before regular combat ?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Sounds like a reasonable plan - good job thinking it up. Cindy has hexes, including Flight left, but very few spells remaining.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

DM Keep Out:
The only issue I have with the steal spell ability, is it works on spells known or spells prepared. Teleport maybe a spell-like ability.

Sounds like a good plan.

Disguise, self: 1d20 + 13 ⇒ (13) + 13 = 26
Disguise, others: 1d20 + 13 ⇒ (20) + 13 = 33

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On Going Effects: Message (Group), 160'; Honeyed Tongue, 60 min;


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Dm keep out plz:
all of the extra magic demons do are spell like ability (including her teleport/ vamp touch. Cindy can open up with evil eye / ill omen before (don't know how it inteeract / break fascination before her slumber hex. While cormick fascinate (+ conceiled spellcasting of ill omen stolen from cindy if that is better... ) before hitting the succubi at the same time with his slumber. The idea is to debuff her will save if possible before making her save against deep slumber and slumber hex at the same time. Aerin will try to intimidate during that same round to grant her the shaken condition for an added untype -2 to her save


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy's remaining spells:

3 (3/day) None
2 (5/day) Invisibility, Vomit Swarm, Glitterdust (DC 18)
1 (5/day) Enlarge Person, Ray of Enfeeblement (DC 17), Ill Omen (DC 17)
0 (at will) Stabilize, Daze (DC 16), Detect Magic, Guidance, Mending


What weapons are being given to the three volunteers? There are plenty of longswords, though none know how to use them properly. There is a crossbow off the shaman and bolts to go with it.

And one last question, is everyone intending to remain awake till the visitor shows up? Or takes turns in a watch cycle?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick is going to let someone use his light crossbow with 20 cold iron bolts. Additionally he has a Tanglefoot bag that someone can also use.

I am intending Cormick to stay awake through the night.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

only the x-bow. we don't need that many guard just many "victimes". Aerin as the offered sacrifice will have to stay awake ...


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy has 50 Cold Iron Crossbow bolts and will hand some out to anyone with a crossbow. Unless the rangers have cold iron arrows she will lend her masterwork crossbow to one of them to use. She will also use charges from her wand of mage Armor on herself and any fighters at around 11:40 pm. The spell will last an hour.


The rangers do not have cold iron arrows. So both crossbows to them, one from Cormick, one from the dead shaman. The three volunteers will have long swords lying on the ground near them where they are posing as additional victims.

Cindy uses the wand on herself, and the 3 armed villagers then? Anyone else?

Hours pass with no sign or indication of anything, right up until midnight. The dying flames of the bonfire then suddenly pull themselves into one another tightly for a brief moment then explode outwards 5', the succubus standing in the midst of the fire, her otherworldly nature preventing the flames from searing her skin.

Perception checks to act in the surprise round, the hours of waiting making it not a sure thing, but giving everyone a +2 perception modifier though as something was expected to happen during the night. DC 15. All players and the rangers make the roll. Only one of the sword wielding villagers does.

Aerin Init: 1d20 + 5 ⇒ (8) + 5 = 13
Cindy Init: 1d20 + 5 ⇒ (3) + 5 = 8
Cormick Init: 1d20 + 2 ⇒ (4) + 2 = 6
Succubus 22
Rangers 17, 22

The rangers let their bolts fly, one striking the succubus in the leg.
Attacks d20 + mods vs flat footed = 24, 14. Damage d8 = 5

Map

Party may take a single standard each in the surprise round


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy casts Ill Omem on the creature appearing in the fire then takes a 5' step back. Ill Omen, no save. Roll twice on the next two D20 rolls it makes, taking the lower.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Perception: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

With arrows flying, Cormick knows that he can not fascinate the succubus at this point, so he takes a step closer to the her, and brings his flute to his lips.

5' step to AE162

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On Going Effects: Message (Group), 160';


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

ouch. the plan was to let the demon get on foot and close to the Summoner (Cormick) and the victime. Only they had the Go signal to attack. Oh well never mind... Maybe comrick can salvage the situation by ordering the "guards" to stand down and proceeding with the charad for a few rounds ?

Perception: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Surprise Round: Swift: Arcane Pool => +2 Magic to weapon. Standard: Grab belt scarf.

will ly in the position that now expose her flesh to the weapon on the summoner ready to be sacrificed.


Are you starting a specific bardic performance with your flute Cormick?

There is a look of confusion on the demons face as she looks around, seeing Cindy and the two rangers partially covered by the trees.

Yaj reloads and fires another bolt, scoring another wound.
Attack d20 + mods = 17. Damage d8 = 4

The demon immediately leaps into the air, soaring towards and landing in front of the female ranger, clawed hand pulsing with dark energy.
SLA vampiric touch. Attack d20 + mods = 14 (Ill omen re-roll 18). Damage 6d6 = 13

She shrieks something in a foul and unknown tongue. Don't think anyone speaks abyssal? "क्या आप मूर्खों छुपा में दुश्मन है।"

Artus fires another bolt across the clearing, but misses. d20 + mods = 19

Party may act
Map

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