Aubrey's Wrath of the Righteous (Inactive)

Game Master Aubrey the Malformed


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HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

Yeah, fair enough. Even as I wrote that I was thinking it was probably too meta-gamey but for a different reason. Jod has no idea how spells target to know where to be.
Mothy was less meta-gamey. Knowing there were two groups Kaygan asked if we could leave one group to him.


Anyway, a couple of successful saves and our wizard gets peppered with arrows - maybe Jod's saved him from painful embarrassment.


Initiatives
21 Rhok
18 B6
15 Kira
14 Kaygan
14 B2
13 Hannik
11 B4
10 Mulluq
09 Ghroth
09 B5 (badly wounded)
08 B1
04 Sol
03 Jod
03 B3 (Fear 3 rounds)

Map updated.

Rhok.


Hp: 21 of 21; Effects active:
Aubrey the Demented/Malformed wrote:
Anyway, a couple of successful saves and our wizard gets peppered with arrows - maybe Jod's saved him from painful embarrassment.

Yeah, standing in the middle and having those three together sounds like a good plan, but it could have all gone horribly wrong.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Yes, sorry, I did forget. I had the thought that we had left our flank open out of oversight. To be less meta-gamey, Jod will delay until after Kaygan goes and come in to do clean up after he casts. He can reach anyone on the north table from his position.


Hp: 21 of 21; Effects active:

Eh, it was a good hit, and Aubrey's narrated it now - let it stand.

Half the reason I wanted to do the colour spray thing was it looked like a good opportunity, the other reason was that Kaygan still isn't sure if these are cultists or desperate townsfolk, and he's rather incapacitate than kill them if its the latter ... but as if he's going to be able to stop you bloodthirsty lot from busting in and laying on the smackdown ;-)


Yes, it's a bit late to backtrack, which is why I made the comment above.


I think Vatters isn't quite back with us yet, so someone please take Rhok's turn.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Rhok draws his mace and steps calmly through the doorway and lends divine aid to his companions.

Move to O12. Cast bless.


I thought he cast Bless last round.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

He did. How about:

Rhok steps in, eyes wild and mace upraised, and points at one of those not wounded near his cousin (B4 looks good). "YOU! You will feel the wrath of the end of time! TODAY!"

Intimidate: 1d20 + 10 ⇒ (20) + 10 = 30 Oh jeez, a nat 20. I wish I could roll those for me!


OK, since there wasn't an actual demand for anything I will take that as an attempt to demoralise. B4 is Shaken for four rounds - –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Initiatives
21 Rhok
18 B6
15 Kira
14 Kaygan
14 B2
13 Hannik
11 B4 (Shaken 4 rounds)
10 Mulluq
09 Ghroth
09 B5 (badly wounded)
08 B1
04 Sol
03 Jod
03 B3 (Fear 3 rounds)

One of the bandits takes a potshot at Jod.

B6 shoots at Jod.
1d20 + 3 ⇒ (20) + 3 = 23 to hit, damage 1d8 ⇒ 4
EDIT Ouchie, potential crit incoming.
1d20 + 3 ⇒ (5) + 3 = 8 to confirm, extra damage 2d8 ⇒ (3, 2) = 5
Phew!

Map updated.

Kira.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Yes, that was an attempt to demoralize, sorry. In other news, does that move earn B6 an AoO from Jod?

If so:

Attack: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 I forgot bonus from bless last time.
Damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12

Nat 1, nvm.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Kira moves to attack the end bandit.

Move to S12

Atk longsword: 1d20 + 3 ⇒ (4) + 3 = 7 DMG: 1d8 + 1 ⇒ (3) + 1 = 4


Hp: 21 of 21; Effects active:

Protected by his spell, Kaygan moves into the room. Quickly assessing the situation, he moves up behind Jod, who appears to be wounded, and quickly casts a spell, hoping to neutralise some of the attackers.

Move to Q/11. Cast colour spray such that it will hit B5 and B6 but not Jod. DC 14 Will saves or suffer the HD appropriate effects of colour spray.


Had a few things to clear at work, hence a few days of neglect. Anyway, it's done now, so I'm back. Sorry for the brief interruption in service.

Kira sweeps her sword, failing to connect but giving the bandit pause for thought. Meanwhile, Kaygan unleashes a blast of stunning colour.

Will saves
B5 1d20 ⇒ 9
B6 1d20 ⇒ 1
Duration 2d4 ⇒ (2, 1) = 3 and 1d4 ⇒ 1
So that's unconscious 3 rounds, blinded and stunned one round, stunned one round. Should keep them out of the fight for the duration.

Two bandits promptly collapse to the ground.

Another bandit drops his bow, draws a blade and swings Ghroth.

B2 attacks Ghroth
1d20 + 3 ⇒ (12) + 3 = 15 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6

Initiatives
21 Rhok
18 B6 (unconscious 3 rounds)
15 Kira
14 Kaygan
14 B2
13 Hannik
11 B4 (Shaken 4 rounds)
10 Mulluq
09 Ghroth
09 B5 (badly wounded, unconscious 3 rounds)
08 B1
04 Sol
03 Jod
03 B3 (Fear 3 rounds)

Hannik.

Map updated.


Hp: 21 of 21; Effects active:

Huzzah, colour spray worked as intended!

Good you got things sorted at work Aubrey.


Hannik.


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

Hannik follows everyone in, cautiously holding her crossbow at the ready as she advances. Seeing that the defenders are just people, terrible people to be sure, but probably not the demon cultists unsettles her somewhat. It seems so stupid to be killing each other in a town overrun by literal demons. But they did try fairly hard to murder Sol without a second thought. She clamps down any second thoughts looks for a clear shot and fires.

MA to O12
SA: PB Lt Crossbow vs B4: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
PB Damage: 1d8 + 1 ⇒ (7) + 1 = 8


Hannik's bolt sinks into the bandit's shoulder. Already frightened and now wounded, he throws down his bow and begs for quarter.

That's one side of the room dealt with. The other side haven't surrendered yet.

Initiatives
21 Rhok
18 B6 (unconscious 3 rounds)
15 Kira
14 Kaygan
14 B2
13 Hannik
11 B4 (Shaken 3 rounds, injured, surrendered)
10 Mulluq
09 Ghroth
09 B5 (badly wounded, unconscious 3 rounds)
08 B1
04 Sol
03 Jod
03 B3 (Fear 3 rounds)

Mulluq, then Ghroth.

Map updated.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

How fortunate that the belligerent brigands are right next to Mulluq and Ghroth.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq, having not yet done his due diligence, moves up into a defensible position. With a better angle, he sends out his senses to determine if the men are worthy of quarter.

Move, to T11
Standard, Detect evil down the row of Bandits 1-3


Mulluq:

Spoiler:
Mulluq detects no evil.

Ghroth.


HP 28/28 | Init +1 | AC 18 (28) T 11 (15) FF 17 (27) | CMD 17 (19) | F +4 R +2 W +3 | Per +5 | DK 60' Mage Armor, Barkskin, Bull's Strength, Shield

Ghroth's toothy tentacle snakes out over the table and slithers around the nearest bandit throat. He rears back straining against the bandit as the tentacle tightens, but it is difficult to get a solid grip.

CMD Reposition: 1d20 + 6 ⇒ (6) + 6 = 12
Was going to try to throw him out from behind the barricade just for fun, but not with a 6.

B1


The bandit shouts out, "We surrender!" He and the other ruffian still fighting cast their weapons to the floor.

End of combat. 175xp each.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod gathers their weapons and sets them aside. "Your fellow here took a pretty good hit. Do you lot have some bandages? He need not die today."

Other than the guy Jod tried to decapitate and Jod, how many got injured in that fight? Jod doesn't need healing at this point; how bad does his target look?

If some bandages are produced and a more skilled healer doesn't step up, Jod will try to staunch the fellow's wound. Hopefully, someone that knows what they are doing will stop him before he makes it worse.

Untrained heal: 1d20 + 1 ⇒ (5) + 1 = 6 Oh, dear, that's not going to help much.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol looks at the bandits. "Why should we spare you? At a time when men must work together, you think only of yourselves and turned your hand against us."

Sol took 5 damage in the initial volley. Not a big deal.


Yep, does someone want to patch up the wounded bandit?

One of the bandits - perhaps the leader - looks sullenly at Sol. "Wasn't like anyone was helping us, and nobody needs this stuff anymore. Might as well make the best of it."

Knowledge (Local), DC 10:

Spoiler:
These look like survivors from one of the mercenary bands that fight in the crusade for money and treasure rather than for right, family or religious zeal. They are one of the many more unsavoury aspects the war at the edge of the Worldwound has thrown up.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure
Jod Eastwind wrote:
[dice=Untrained heal]1d20 + 1 Oh, dear, that's not going to help much.

Kira sees Jod, and walks over. She places a hand on the bandit, and mutters under her breath. Then turns and walks back to the man who shouted surrender.

Cast Stabalize, so he's no longer dying, but still out cold.

"You in charge? What are you doing?"

Oh, and Detect Evil on him.


Kira:

Spoiler:
They don't detect as evil. But then again, the petty evil of a selfish soul often isn't detected by the spell anyway. At least it demonstrates they aren't demons or cultists in disguise.

In other words, low level non-clerical mortals don't show up as evil even if they are, per the spell description. So you basically know what you already knew - these are low level mooks.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"If you want to make yourself useful, there are people at the Defender's Heart who could make use of you. They will at least feed you if you can prove useful. Beyond that. We have business here. Clear out."

Not sure if it's worth keeping them around incase they accidentally found what we are after, but Kira's a bit snappish after being shot at....


Hp: 21 of 21; Effects active:

local knowledge: 1d20 + 8 ⇒ (5) + 8 = 13


Hp: 21 of 21; Effects active:

"They have the look of mercenaries," Kaygan opinions to his companions. "'Low templars' as they are called in Mendev - in the crusade for money rather than faith or glory. It's fair to say that most of them wouldn't qualify as paladins, that's not to say they're evil though..."

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol steps toward the door to block anyone's exit. "They can't leave until we search them. They might have found something that could lead us to the renegades. And let's take their arrows. I don't fancy one in the back."

He then steps toward the leader. "Turn your pockets out. Then hands up while I pat you down. I'll keep anything I find in the pat down. You might get back what you show us yourself."

Take 20 to search these guys if possible. If not, rolls are below.

Diplomacy, to ease them into this idea: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Sol keeps his word to return anything that doesn't look renegadey that the first man shows show himself. Anything Sol finds goes on a countertop.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

ANybody want to help with the search?


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

"We don't want your money or valuables. We're just looking for evidence left behind by the people using this store front before the attack."

Diplomacy Aid: 1d20 + 3 ⇒ (11) + 3 = 14


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod will aid. He has a +7 modifier if you want to roll before I get back to a real keyboard.


"Don't know anything about that. The place was deserted when we got here."

They don't have valuables on them as such, but they do have a stash of stuff which they are keeping in a sack and have presumably looted.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol cocks an eyebrow sidelong at the leader's statement while he finishes searching the others.

"Let's see what's in the sack then."

Is there a door out of here? Or anything that looks like a desk or other means to store documents?


Hp: 21 of 21; Effects active:

Kaygan looks around the room. Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Some rolls to apply as necessary:

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


There seem to be no other exits, but Kaygan notices that a set of shelves against one wall don't seem to fit right. As he prods and nudges they swing out slightly, revealing them to be a secret door. Behind it, steps descend to a basement.

The bandits look quite irritated that they never noticed it.

I'll let you know what's in the sack when I get home. Just a comment, though - you can't easily take the high moral ground and condemn bandits for looting the deserted city and then swipe the stuff yourselves. This AP is annoying like that. Next time, it might be better to just kill them, then you can loot them with a clear conscience. D&D and moral clarity always go together.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

I don't think that's the plan. Just making sure they don't have the info we need.... certainly that's how I read Hannick's comment. Kira will step in if Jod starts using this as a looting opportunity."


Hp: 21 of 21; Effects active:

They were looting to get rich, we will be using it to better ourselves in our noble quest to save the city!


Yeah, keep telling yourself that...

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4
Aubrey the Demented/Malformed wrote:

I'll let you know what's in the sack when I get home. Just a comment, though - you can't easily take the high moral ground and condemn bandits for looting the deserted city and then swipe the stuff yourselves. This AP is annoying like that. Next time, it might be better to just kill them, then you can loot them with a clear conscience. D&D and moral clarity always go together.

I condemned them for shooting at us, and not resisting the demons like we are. My moral high ground has a wonderful view of their moral valley.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq looks on, concerned, "I detect no villainy among them, but I believe their greed and cowardice in this moment does speak volumes." He considers for moment, "If this building was occupied by traitors, as the letter states, I have no issues with these men taking the contents, if it takes it from the hands of demon worshipers. That is, if they are using it for the greater good. I suggest, we hold on to their valuables, leaving them their own weapons and armor. When we return to Defender's Heart, if they are there in defense of the city, we will return their valuables to them. Otherwise, we use them ourselves to help fund the city's return to relative safety." Mulluq glares at the bandits, daring them to challenge his compassion.


There is some muttering about "bloody paladins" but none of the bandits chooses to challenge Mulluq.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Kira nods at Mulluq's assessment. "Jod, you may as well take them outside and do as Mulluq says. We will begin searching."

With that Kira stows her weapon and moves to investigate the secret door.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

That better be one bloody interesting door, to make up for the inevitable 1 next time I roll to attack!


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod never said anything about looting anybody or anything. He was asked to aid in a search, so I provided some rolls that were obviously unnecessary.

Once the heat of battle is gone, Jod is actually concerned about the dude he smacked. Is he unconscious, or just wounded? Would Kira's Stabilize stop the bleeding for a conscious target or just stop an unconscious one from bleeding out?


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Sorry, my bad, typed Jod, meant Sol!

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