DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo moves the contents of his backpack to the haversack, then folds up the back pack and puts it in as well. "I'll take my stuff out when you want it back." He comments, then settles the haversack on his shoulder.

Gotta transfer to keep my encumbrance light


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

The scaled one looks at the collection of items before nodding back to Borrum "Thank you for organizing them Borrum, these will be useful. Galdamor thank you for selling the items we collected."

"We warn them of the danger coming and they decide to waste two days feeling official. " the lizardman sighs when he learns of the planned meeting time.

"I must complete my ritual to summon a new ally, if they do not intend to meet with us until the next day then I should have what I need. If there is anything else you would feel requires my presence today tell me now so I may deal with it before I begin, once started I will not be able to stop without restarting the entire thing."


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo shakes his head. "Nothing on my part. You're paying coin, I wait around for you to do something, or until I get bored and cash out." He looks at the woods around the town. "If you're gonna get all mystic and crap though, I might as well go do a quick scout around the town, make sure there's nothing scouting us out." With that the catfolk bounces on his feet a couple of times, and then unless interrupted, bounds off, tail streaming behind him as he takes to the woods.

Rigo will go about an hour out, then start doing a full circle around the city. He'll go until he's making fort saves, sleep for 4 hours, get up and move again, and repeat until he's made a full circuit. When done, he'll return to town. Shouldn't take more than a day to do a full circuit and still get some sleep for the next day. He's not too worried about coming back to town tired tomorrow, as they are going to be in meetings during the day. He can always sleep through those.


[LE] StoryTeller

Rigo will find nothing that shouldn't be at their place.

He sees a few guard post on the major axis toward the town. A veteran if commanding each outpost that has a few militia. It seems that the captain has mixed experience warrior and inexperienced ones. Each outpost if 5 to 10 men strong. They are on high alter and seems no slouch in their surveillance of the area.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

"Nuttin' fur Me, Swirls Mist. Da las' druid weez had, lost his gorilla also, but he gots ah big fat bat he could ride on when he went a communionin'. Weez know dare are Worgs out dare, maybe yous get one ah dem? " Borrum tell the lizardman.

"Rigo, yous beez careful out dare. Come back in quick like if yous see anythin' ah dem Red Hands."

"Eyes gonna check out dem stone pylons on da old bridge an' check on da ferry. Eyes knows day said day not want ta break dem, but Eyes doughnot listen ta well ta stupid talk." He says, as he heads toward the old bridge.


[LE] StoryTeller

you mean skull gorge bridge ? it really isn't safe to walk all the way there by yourself. The forest on its own is really dangerous (DM's free advice)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

I am talking about the stone pylons that were part of the dwarfbridge in Drellin's ferry. On the map it should be #15 and the ferry should be #14.


[LE] StoryTeller

the Dwarfbridge consist of a set of old stone pylon that stands 10 to 20 feet above the water.

Asking around you learn after a bunch of hours that the won council is considering using the solid dwarfmade piers as the base for a new wooden span but so far the ferry owners have vehemently opposed any efforts to build the new bridge (backed by 3 out of 5 members of the council)


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo nods at the dwarf. "Always am, and always do."

Will post when it's the next day


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

unless something prevents it swirls mist will leave to complete his ritual now. If the town druid, Avarthel, is in that direction he will speak with the man before that mostly to see if he would be capable of wild shape. If not then then swirls mist does not have anything to ask of him.


[LE] StoryTeller

it was said that at best he can cast second level spell ,a few post earlier so no wild shape for him :)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Because I like to turn the gears everynow and then... Technically the Wildshape ability is determined by the druid's level not on if the druid has a specific wisdom ability score necessary to cast a specific level spell. i.e. A 9th level Druid with a 12 Wisdom would be limited to 2nd level spells, but could wildshape in to size small, medium and large animals 3 times a day for 9hours at a time.


[LE] StoryTeller

Very true indeed Borrum but this is really just a 4th level druid with maximum 2nd level spells :)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

LOL... I tried to help you Swirls Mist. Guess you are a more powerful Druid then they got here in town.


[LE] StoryTeller

June 11th- afternoon

in the day prior Swirl mist and the party underwent a zone of truth spell. Brother Derny (Pelor) determined the following facts / truth. The party faced a creature that flew and breath acid along with a complet band of hobgoblin marauders. Swirl mist wild shaped and went to investigate. He said the number he feels he saw on the plains. but isn't able to give an accurate description so that the experts cpt sorana included can give an estimate. We all 3 of you agree that it is at least 1 000 strong (no idea is that counts the supply train and or / a whole tribe on the move. The fact that he was intercepted by a flying cadre of manticore does give everyone a concern. And yes the party faced experienced and well trained greenskins. But the zone of truth also established that they have no info on that main body count.

you are all gathered (except for Swirl Mist) in the sitting room of the pseaker's house. Here with you are Kellin, the hafling who owns the Old Bridge inn, Cpt Soranna, Delora Zann, the woman who owns the town's liverly stable, a tall, sour faced man named Iormel, who is evidently a person of some property and Norro Wiston the Town speaker.

on the center round table is the head of the monster the party killed.

Well, you all know why we're here Wiston says without preamble,

Just so you know Serentien after looking long and hard in his extensive book can not say one way or an other about what is that creature. he pause In a matter of day according to these brave adventures this town is going to have to face an army of greenskins and monsters. While we have no proof exact of the increased raid we faced this summer they fought and killed around 30 of them during they stay in the area.So what do we do ? Fight in the hopes that here numbers aren't in the thousands, since only their druid has seen a many great camp fires ? Abandon the town and flee?

He sits

Delora stands: I've seen towns put to the sword before. Death or slavery awaits us if we remain here. We must gathers the things we can and flee east, The sooner the better

Iormel stands: We can't let them take everything we've worked so hard for, just because we lack the nerve to stand up to this hogbolblin rabble

Kellin stands: They want treasure don't they? let's give it to them this time, but see to our defense

Soranna stands: Its my job to execute what the council decide as i don't vote she says more toward the party than to anyone lese I'll try to do what ever is required of me. We can stand up to a thousand or so greenskins but i don't think I can stop an army of thousands

Winston stands: I guess i don't see that is could hurt to at least ask them what they want and pay if that is indeed the case. Maybe as a precaution we can tell folks to get their children and elderly in wagons heading east. he turns toward the party: What do you think ?


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Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo polishes a claw. "I think that it is less important who lives or dies today, as who lives or dies in 5 years, or 10 years, or 20 years. Whether you decide to fight, run, or pay weregild is up to you, it's your lives, your town, your future. What I will say is, no matter which decision you make, you could be wrong. You could fight and lose. You could run and be running from nothing. You could pay weregild and still be slaughtered. In two of these three situations, there is nothing left of the town. In one, the town is looted but can be rebuilt." The catfolk breaths on his next claw, polishes it a couple of swipes, and then continues. "Whether the people in this town live or die is, ultimately, unimportant. What matters is... who in 5 years is born that remembers you. In 10, in 20. Evacuate the children and non-combatants immediately. If it's a waste of time, they're still safe. If the enemy outnumbers you a hundred to one, you die, and they are still safe. If the enemy takes your gold and fires the town, they are still safe. Either way, the only thing you really have to lose by sending them away is pride. Is your pride more important than your legacy?"


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

My god send me here for a reason, I know it when I went here, at Dreylin Ferry. My god, is a god of War and War it what it will be.
Even if we don't know exactly how numerous they are we still can say this : they are a well organize army, not a band of disruptive greenskin.
Are they here to conquer, destroy or enslave we don't know. But my last commander always said "prepare for the worst".

Galdamor stop a few second before continuing.

My advice is the same for you today. Prepare for the worst, hope for the best. If you fear for your children and eaderly send them away, sooner than latter. Use the ferry to secure safe passage for your men on the other side of the river let a small force of people ready and able to fight or discuss with the invading forces.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum glowers in the back of the room.

LOL


[LE] StoryTeller

yes yes we are already making preparations for those who want to leave to be able to do so.
says delor

as soon as she is finished the iormel looks sideways with a glare that doesn't bode well and starts arguing with her about the same thing he said in his earlier statement

Kellin's position you feel is shaky and if you could convince him it my just be what you need to convince the speaker


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo chuckles. "I agree with Kellin. We should pay the goblins and bugbears to leave. I mean, they are fine and upstanding an honorable peoples, they have a reputation for staying bought after they've been paid off. I've never heard of a trecherous goblin or bugbear or other greenhide. The very thought that they wouldn't take the money and leave you alone is laughably insane."

Bluff/Diplomacy/Intimidate: 1d20 + 5 ⇒ (1) + 5 = 6

Rigo is obviously agreeing with Kellin and pointing out how inane his plan is at the same time. Reducto ab adsurdium. Of course, given his roll, it comes off as basically making fun of Kellin tiny tiny brain instead. LOL


[LE] StoryTeller

he smiles toward Rigo as at least there is someone in this room who can see clearly things as they are and agrees with him.

Also at this point if you want to influence 1 npc go ahead and make the social skill roll...


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo nearly laughs as Kellin doesn't get he's being made fun of.

Rigo looks toward Winston, obviously trying to undermine Kellin, and get the other 3 to move toward either fighting, fleeing, or splitting the difference and getting the non-combatants out. However, given his lack of training in any skill, he'll wait for one of the others to talk, and then back up what they are saying (as long as it agrees with his thoughts).

Same bonus for all skills to aid other: 1d20 + 5 ⇒ (7) + 5 = 12


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

After listening to the arguments, Fi'dho finally speaks.

"Look. I'm just a merc, right? But here's the thing: the people here? They're innocent. They don't deserve to stare death in the face just because we decided that it might be okay if we throw money at the bad guys to make them go away."

He looks around, pointedly.

"This sounds like a big deal. I mean a huge deal. Have you not heard these reports? If this is true - and, after spending a short time with these folk, it seems it must be - than we cannot afford to delay. This one" he points to Galdamor, "wants to make a church. You don't get a permanent church from easily-disproved lies. He's got to be honest, or else he will forever make his own god a laughing stock around here."

"These loyal citizens of the Throne must be saved. That means that they get out while the getting's still good. Amscray. Flee. Arroint. Leave. Make like a tree and get out of here."

Cha-for-diplomacy: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Wis-for-insight to aid myself more?: 1d20 + 3 ⇒ (9) + 3 = 12

"Buying goblins off won't do squat. They'll take your money, laugh, and then stick you 'til you're dead. But master Kellin, you're definitely right about one thing: seeing to the defense. Borrum, here, and Galdamor, have strong, excellent ideas about fortifications. Listen to them. Additionally, you'll want to set up a number of traps, if you can - a few obvious ones that guide your foes where you want them, and more subtle things that allow your people to be quite safe as the foe takes the first few casualties."

He thinks for a moment. "If they've got lots of fliers to rain death on you, you'll want some sort of solid over-head covering. Shields - like tower shields - would be ideal to provide a total cover from above from such things, but really and large, flat piece of thick wood should do it. Depends on your resources and what you think your people can handle. Get a number of camouflaged sniper teams together to hit and kill any groups that come through some of the most deadly regions. Set up some underwater spears to catch any boats they might try to send themselves, leaving your people free reign to rain death upon them from the higher ground. Pretty much any trick you can to make them pay for ground covered and suffer losses while you suffer none. Then, have a few men set aside, hidden, but ready to rush into melee and flank those who will inevitably get across."

He looks around. "Here's the thing - I want these loyal citizens safe. But they'll need to stick up for themselves as well: to show valor in the face of oncoming darkness. We'll do our part, sure, but you do yours: get your non-combatants away, and arm your people to face the foe. And if it's all a hoax? An embarrassment? A prank? Or maybe just overblown? Simple: there were a few mercenaries who had "very convincing" proof. 'It's all their fault.' has such a magical political ring to it. And you can keep your good image - untarnished - while those responsible for the false alarm are entirely to blame. But either way your people - and your wealth - are safe."


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Best of luck my allies, wallop that fool upside the head with the cruel fists of reason and truth.
North of the town of Drellin's ferry in a thick and overgrown copse of trees Swirls mist sits nestled in the dappled shade of oaken giants.
An echoing and mournful song bounds from the branches and drips through the vines as he pours the emotions he had held into the world around him.
Claws drawing lines into his palms as he calls to the world in supplication to his lady.
I hope my companions are able to give the foolish speaker reason to doubt, so that at the very least my favored ally and constant companion Catches Crows who had saved my very life would not die a death without reason.
The druid unclenches his hands before seizing the tooth around his neck and continuing his mournful song.
Now I shall see if the Lady blesses my quest with a companion mighty enough to carry Catches Crow's legacy.
So that I might see every single warrior of the read hand rotting, their heads on spikes.

And the song goes on, the notes rising and falling to the rhythm of the wind.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

I'm ready to take the blame, if you need it, politicians. But my word is True.

Responded Galdamor to Fi'dho's speach. Then he turned to Iomel

I understand your fear. You don't want to throw away your hard work. But think of the consequences.
If I'm right, and I am, your hesitation will cost you everything. Not only your liberty, but all.
If I'm not right, you can blame someone, me for exemple, and you will loose a few thousand gold at most.
Do the maths here, and you will know that I'm right.

Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12

Then he said to the other

I understand your hesitations, you are men and women of Peace. But I'm a man of War and what I said is not pleasant, but it is the Truth.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

"Besides." adds in Fi'dho, again, "have you seen the quality of stuff these guys brought back? Talk to the 'smiths, if you haven't. It's real military-grade equipment, not cheap knock-offs made by anybody. It's uniform-style. Not the kind of thing you'd find on most greenskins."

CHA-as-Diplomacy: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Listening to the various arguments, both pro and con, the irritation for lack of a definitive decision grows to an almost palpable level on his face, the grip on his axe and the soft, low grumbling coming from his direction. You also notice the growl gets a little louder after any council member talks about not leaving.

You think, if it weren't for his devotion in his god and his belief that his companions will sway these mule-headed council, he would probably bring his waraxe down on their heads, and chase the rest of the townsfolk out of Drellin's Ferry. But there is still time for that.

Diplomacy to aid: 1d20 - 2 ⇒ (17) - 2 = 15
Intimidate to aid: 1d20 + 6 ⇒ (5) + 6 = 11

LOL... both got high enough to aid, not sure which you would want.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Now we're at 27! Plus any circumstance bonus for the equipment and the reports of organization and focus. I'm sorry I didn't get to type more this morning for my second post. I ran out of time, when I needed to get my son to school. :D (By the way he's in school, now. He's so big! He's three! But he was just born, like, last year! Nooooooooooooooooooo! :( :D)


[LE] StoryTeller

Kellin speaks It is not we are forcing people to stay if they don't want. They are free to leave

The captain cuts his off and answers to you all directly It it just that we are not forcing everyone to leave having a general evacuation ordered. And While people should she looks a certain people in the council recognize your fighting skill that you have shown I can assure you the forces in under my command are at the best of what is currently possible. And so are the fighting plans ready should Drelin's Ferry be attacked. If i remember correctly i earned my rank via combat and leading men into battle Marrulurk she finish with a smile .

Iormel continues they probably looted all those nice armor from mercenaries and caravan guards.

The captain looks at him frowning At least the ones you encountered he finish.

Kellin looks at you all again after being admonished by Sorana, he whispers something to her. She looks at him and nods a yes.

He again whispers something at her. She looks at Marru and the at Galdamor and nods a no to him.

As every council members seems to ponder and reflect for a minute Kellin speaks up again I vote for total evacuation

quickly followed by Delora Agreed and a I don't from Iormel.

The Town speaker turns toward the Captain Captain, The town council has decided. Issue the Evacuation order

She gets up and move across the table and bow to them

Very well, I believe it will take 4 to 5 days to complete evacuate the town as people will want to leave with as much as they can carry and we need to gather food, grain and everything else. Both to sustain on the way to Denovar but also to Deny the Greenskins these resources

She turns around and promptly exist the meeting room.

As everyone else gets ready to leave the speaker comes toward the party and So how about being our guests for the next few days?


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

A look of relief washes over Borrum's face, as the grip on his waraxe lessens and the small slivers of his teeth stop flying from his grinding jaw.

Eyes can beez ah guest or go out an' hairy dem gobos and hobgobs. Eyes can dew ether."


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo shrugs. "I'm being paid. I can be paid to sit around town and make people feel safer, or I can be paid to go out and make them safer. Honestly don't care personally, sitting around is safer for the same gold, but making people safer makes me more likely to get paid longer." The mercenary responds, continuing the clean and polish his claws. "Let me know which one you want, and I'll get it done."


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

I think it's best to prepare a way to destroy everything if the fight against the greenskin troops went bad. We don't want to let them have a secure location.
Scorching the Earth will deny the army any ressources they may need and will certainly slow their advance.
I don't say we will do it, I said we must prepared.

I could also help organizing departures and preparations if you need someone experimented in these things.

Said Galdamor


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho
Quote:
Iormel continues, "They probably looted all those nice armor from mercenaries and caravan guards."

"So, Councilman, you, uh, you missed the part where there's a tendency toward uniform standard, did you?" Fi'dho mutters, unable to leave that bit of conversation dangling.

He narrows his eyes, suspiciously.

Sense Motive: 1d20 + 3 ⇒ (6) + 3 = 9

The Councilor seems legit, however, so he mutters softly to himself, "Stubborn fool." and he lets it go.

Bluff or Move Silently: 1d20 ⇒ 14 +4 bluff, or +15 move silently to make the comment mostly inaudible.

When the Councilman continues to vocalize his objection, however, he looks at him again.

Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14 Anything? Any hidden motives?

Regardless, he adds, "And Captain, I recognize your skill and the skill of your people. I want that known. Nonetheless, we'll want to minimize direct contact - and minimize our casualties - as much as possible. While I'm not sold on the 'scorched earth' terminology - I prefer to think of any actions of that sort as 'safety precautions' - I think the basics are sound. But I'd like to take it a step further: make everything that's not currently inhabited into a series of death-traps. Make everything they think they'd gain into their death: greed leads unto death indeed."

Charisma-diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16 Aiding Galdamor

"Obviously, we don't have the time, manpower, and skill to do this to every inch of the town... but we don't have to and, in fact, we shouldn't. It's much better if they can't know for sure that something's dangerous, and that something could be valuable. All we have to do is set up key spots to make them fear. Fear leads to hesitation. Hesitation leads to distraction. Distraction that is the pathway to our opportunity."

He looks around, "What we don't trap, we set up to become a trap. They get comfortable, and we burn it down, them inside: just like they would have done to us. We turn the tables on them, and show them that cowardice doesn't pay."

Charisma-diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

"Fair fights, while preferable, only work when both sides fight fair. They are not and have not. We, on the other hand, will: we will fight them with all the fairness they have on display."

He looks at the captain. "Your people are courageous? Then may the Throne and the Valorous One guide their hands to be steady and sure. We'll do our part, one way or the other." he nods at Galdamor.


[LE] StoryTeller

Maru:
you sense a mixture of feeling: Anger / pissed / Scared coming from Iormel

And so with the council over the town of Drelin's Ferry is buzzing with action. People in the streets talk about the evacuation some people agree and some people say that they will stay etc...

there is no panic nor any riot, the milia is also helping but people are arguing with each other about it. i can leave the rest to your imagination

In the evening lots of people are in the inn for a sort drink and the place is very loud.

You are given the small private dining room but every where you go people stop you to ask the same questions over and over.

next scene is in the morning. if there are anything you want to do before that...


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Nothing here. Although if it is not raining, Rigo is more likely to want to sleep outdoors than in the inn, likely somewhere up high on top of a building if he can climb up without being noticed. A bell tower, tallest building in town, etc. He's not very social.


[LE] StoryTeller

it is a nice warm summer a bit on the hot side of temperature. Cool breeze coming for the mountains everyone in a while. Clear sky at night with lots of populated worlds bend on total destruction hanging in the void errr i mean Stars :). You can perch at the temple of Pelor that houses the town bell and is the highest building


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor, walked around the village, encouraging people to fight or to leave according to their qualifications and when they choose to fight to follow his path. The path of War and Victory, the path of Hextor, the Scourge of Battle.


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

That works. Rigo also watches the town. Comes in handy having darkvision with no range limit. Stand on tall building, look around at 2AM, see like it's daylight. :) It's amazing how people act when they think nobody can see them. :)


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Nothing for Borrum to do before the morning.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho would actually talk to the captain, in private, about Iormel, asking her what's got him so frightened and angry about this whole situation, explaining the intensity seems... odd.

This conversation would be low, private, and discrete, as he would have his mouth somewhat hidden from view, but keep a solid view of others around him.

Move Silently: 1d20 + 15 ⇒ (2) + 15 = 17
Gather Information: 1d20 + 2 ⇒ (19) + 2 = 21
Spot: 1d20 + 7 ⇒ (6) + 7 = 13
Bluff: 1d20 + 4 ⇒ (15) + 4 = 19
Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10

"Captain, a word with you, if I may." the Halfling mercenary says, and pulls her aside. "Councilman Iormel - he's frightened and angry. Why? Do you know anything in particular that's going on with him? Does he have some political or personal motivation that's driving him to oppose us? What does he have to be so scared of? Please understand: I ask not because I want to cause dissent, but because, if we are to do our jobs, we should be aware of other motivations or important information - socially and financially as well as militarily - in order to do them safely and efficiently. It seems, however, that approaching him would be unwise, which is why I am talking to you, privately instead."


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

As you said I had a 20% chance of getting an ape, said high was good and rolled a 91 I am going under the assumption that swirls mist obtained a new ape companion. If this is incorrect then I will edit if its in time or I'll just post a new thing and we can ignore this one.

Swirls mist is going to burn a level 2 slot and remove the penalties of staying up all night with the spell Lesser restoration.

The spell I'm talking about is Forest voice, way it works is I touch a plant of a particular type and am able to speak with a creature next to a plant of the same kind that I know exists. If we can figure out a plant that is easily found here and part of the landscape of Brindol we could have a very good chance of keeping in long term contact with the lords of this land.
Suffice to say Swirls mist has several ideas that could help make the city more defensible and to provide early warning to people through out the vale. So I'll likely need a few posts to get all of it out in a non-textwall format.

It is after the announcement of evacuation that Swirls Mist returns to town. Scowling he picks carefully through the throngs and seeks the attentions of his allies. While the scaled one seems quite alert for a man supposed to spend the last 24 hours in a ritual he is curiously absent a new animal ally.
"Hail allies, from the activities of the town I take that you succeeded in making the fool speaker listen?" Looking about town he notes the townsfolk attempting to shift the heaviest things Perhaps my new companion can assist in moving those, so long as I am close to keep his distrust of humans and crowds from boiling over. Catches crows was much better on such things. turning back to his group he gets to his point
" I had several villages ask me questions relating to plans of how we will help and I had no answers for them. I do have several blessings to shape earth and stone to my whim so if you've an idea as to what you require I can assist."
Another pause, followed by an only half formed thought.

" I also have a ritual that would permit me to speak with others at great distances. It could permit us to get into contact with the leaders of the more defendable cities in the Vale to prepare them without the risk of our messengers being shot down." The druid looks toward Galdamor, scaley head dipping slightly before looking to his friends eyes"I would very much appreciate you assistance in finding someone here who knows much about Brindol and Dennovar. The ritual will only work if I am in contact with a plant that grows at the destination of the spell."


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo nods. "Yeah, they figured better safe than sorry with their kids, so they're evacuating everything but the fighting force, and those who refuse to go. Never been to Brindol or Dennovar, sorry, can't help you. New to the entire area actually. As for defenses, berms and tunnels and trenches work. If you can hit groups with darkness or deeper darkness, I can likely do some nasty things to them while they are blinded."


[LE] StoryTeller

Swirl: i rolled a 91 and therefore you have a brand new ape. Tough you will have to train it to wear that human armor. Natural ape even after the magical bond that infused them with the druids, don't have Armor proeff / For the forest voice spell: Serentien or Brother Derny can give you an exact matching plant that exist in some of Brimdol garden / private or public. How are you planning to achieve getting trough to Lord Kerden Jazmaath. The lord of Elsir Vale is in Denovar? It's current tturalry ruler is Lady Ysel Bristeirs (any of the major npc from drelin's ferry can give you those names)

Maru:
you are having a hard time to find the captain. She seems to be buzzing around town and helping people with preparations or assigning militia to help civilians. its takes you about 3h to finally get to the same place this is. Iormel is a wealthy landowner who has been on the council for 30 years or more. He is a selfish misanthrope whose sour manners and legendary stubbornness have caused no end of trouble. He probably can't abide the tough of the huge amount of money he would lose if the town was to be sacked. she pause for a second and looks around her In fact pretty much everyone will loose almost every thing. The town will be left as simply emptied building


[LE] StoryTeller

June 12th Miday.

Rigo + SM:
As Rigo, Swirl mist meet and discuss things (in Area 2) they can hear cries of help and Alarm.

Please everyone provide me with an estimated location on the map of where you are. Maru you are currently in area 8: The old toll house that currently serve as Militia HQ


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

GM & Swirling Mist:

Rigo's ear flicker, and he sighs. "It appears they may have heeded us too late. Catch up when you can." Rigo says, before taking off at his maximum speed toward the sounds of alarm, using his mobility to bypass crowds and continue on, leaving the much slower lizardfolk to catch up.
Spot: 1d20 + 6 ⇒ (5) + 6 = 11


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum is in the general area of the Old Toll House, the Armory and The Green. Working on drills with the militia.


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

If Fi'dho can hear it, he'd go do something about the scream. If he can't, once done with the captain, he'd go skulk to find Iormel.
Hide: 1d20 + 19 ⇒ (4) + 19 = 23; Move Silently: 1d20 + 15 ⇒ (10) + 15 = 25
Listen: 1d20 + 11 ⇒ (19) + 11 = 30; Spot: 1d20 + 7 ⇒ (10) + 7 = 17


[LE] StoryTeller

what screams maru?


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor will be around the city, trying to convince people who decide to fight to follow Hextor's way.

Galdamor's Location: 1d14 ⇒ 7


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

If you are not proficient with a type of armor you take its armor check penalty to effectively every type of combat check. Which the ape does. Its just the armor penalty of masterwork studded leather is 0.
Swirls mist will call his companion with a gesture and move in the same direction as the catfolk searching for any threats
Spot: 1d20 + 10 ⇒ (19) + 10 = 29

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