Death-Lok's WotR Campaign (Inactive)

Game Master Death-Lok


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AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Heal to stabilize: 1d20 ⇒ 5

Tippy tries to put pressure on the wound, but blood still spurts everywhere.

"The dwarves? Did you and your lot attack a group of dwarves?" Tippy asks him.


Tippy Fullbottle wrote:

[dice=Heal to stabilize]1d20

Tippy tries to put pressure on the wound, but blood still spurts everywhere.

"The dwarves? Did you and your lot attack a group of dwarves?" Tippy asks him.

I am confused. Are you referring to Magda, her husband, and their children? They were all humans. Sorry, if that was not clear.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi rides fast and curbs her pony between the fleeing brigands and her companions, drawing her sword. Glancing back she exclaims "is everyone safe?"

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Death-Lok wrote:
Tippy Fullbottle wrote:

[dice=Heal to stabilize]1d20

Tippy tries to put pressure on the wound, but blood still spurts everywhere.

"The dwarves? Did you and your lot attack a group of dwarves?" Tippy asks him.

I am confused. Are you referring to Magda, her husband, and their children? They were all humans. Sorry, if that was not clear.

No, the original group they came out for. Tippy's theory is that the dwarven diplomats might have been waylaid by brigands.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela sees Tippy trying to stabilize one of the two remaining brigands and as she rides up, dismounts and moves over to him. "Hold still." Cutting a piece of fabric from his cloak, she attempts to bind the wound and keep it from bleeding out.

Heal: 1d20 + 7 ⇒ (5) + 7 = 12


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Bluff: 1d20 + 4 ⇒ (15) + 4 = 19

"Look, mate, this wound is pretty bad. I don't know if we can save you. I don't know your story, but if your childhood was anything like mine, you never had a chance. If it hadn't been for some folks deciding I didn't need to be a bandit, thief, and killer, I'd probably still be doing what you've been doing. Is that the way you want to go out? It's not too late to repent and try to do the right thing. We're here looking for two groups of folks: a party of dwarves, and three scouts from Kenabres. Did you guys have anything to do with either of those groups going missing, or do you know anything about them?"


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Not content to let the brigands get away, Jericho moves up 30' in the direction the brigands ran and launches another javelin!
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
So within 100' of them, -8 to attack for range increments, but since they're running, they lose any Dexterity bonus to AC unless they have the Run feat, so a 12 may hit if they have leather armor on.


Sarela's patchwork stems the tide of the blood loss for a moment but does not stop it. The wounded brigand on the floor gashes in pain as Sarela puts pressure on the wound. "I don't want to die....Dwarves? Who gives a damn about dwarves! We only ambush easy prey. Merchants and such. Wait, we did see some dwarves, but there were, like three or four of them and they looked formidable, so we left them alone. They continued west on the road. Look, that's all I know...now please save me!"

In Olympic style, the half-elf times the angle of trajectory perfectly and unleashes his javelin to catch the fleeing brigand....which it does as it impales and kills him, piercing his spine. Nice throw! You hear a scream of terror.. as the sole brigand continues running into the night.

Now what?


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

If they saw dwarves to the west, does that mean back towards Kenabres?


Tippy Fullbottle wrote:
If they saw dwarves to the west, does that mean back towards Kenabres?

My bad, SE not west, further down the road you're currently traveling.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy tries again to save the brigand.

Heal: 1d20 ⇒ 4

Nope. Tippy accidentally wrenches the javelin around in his efforts to stop the bleeding.


The brigand screams in pain and passes out, still breathing.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Jericho recovers his 2 javelins and searches the corpse of the brigand who was running away. He then walks back to the party, "So what do we know about these scum that prey on the less fortunate?"


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi dismounts from her pony and looks towards the two downed bandits. "Sarenrae are these two worthy of being saved?" she asks her goddess and searches for an evil aura around them.

casting detect evil

-Posted with Wayfinder


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Heal: 1d20 + 7 ⇒ (14) + 7 = 21

Muttering under her breath, Sarela grabs the mans cloak off him entirely and wraps his leg in it completely, using a stick to further tighten the tourniquet she'd put about his leg before tying it off.. "Hopefully that will hold and keep him alive long enough to stand trial for his crimes."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Is the guy Tippy stabbed completely dead? I assumed we were working on the first javelin guy.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

That's who I'm working on.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Right, but you mentioned leg, so I was checking. First javelin guy took it in the ribs.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Whoops, I mixed them up. Replace everywhere I said I'm tending to the leg with ribs, please.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

I know it's just a flavour thing, but if the leader isn't dead, he might be a better person to interrogate. Tippy hadn't meant to kill him outright. Lucky hit.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi walks over to the man with the leg wound and kneels down. "Even the wicked can be healed" She says quietly then attempts to stabilize the wounded man.
Heal: 1d20 + 7 ⇒ (5) + 7 = 12

That was pretty rough. Next round

heal: 1d20 + 7 ⇒ (17) + 7 = 24

I was going to wait for the results of the detect evil but I'll just go ahead and heal now to keep it moving. This is the following round if we are still moving in some kind of initiative for the purposes of him bleeding out.

-Posted with Wayfinder


Yeah, I play that npcs die as soon as they hit -1. Only PCs and their will to live die at negative Con, so the leader died with the first sneak attack blow. Windi, they do not detect as evil. Remember, that ability only registers outsiders and undead automatically; others have to have a certain HD.

Windi stabilizes the unconscious brigand, whom you imagine will wake up after ten or so minutes. His injury, while severe, is no longer life threatening.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"Does anyone have rope? I would prefer if, when he wakes up, he isn't able to attack us again." Windi says crouching over the man and rifling through his belongings. "Anything to help on our true quest" she thinks to herself "besides, anything on this degenerate must be ill gotten"

Thanks for the information, I've never played a paladin before and had no idea. I just looked it up and the way I am reading it is that a creature such as a human or a monster needs to have at least 5HD to register as evil, unless it falls into one of those special categories. I guess the idea is that they need to have some real power to emanate an aura. That is good to know.

As for the dead at dropping below zero for the baddies does that mean that channeling around the dead, such as during a battle, will not bring them back to life?

-Posted with Wayfinder


Correct, channeling around the dead, will not bring the NPCs back to life. I am assuming you wait out for the man to recover consciousness. All you find on him is a dagger in his boot and copper and silver pieces.

The brigand groggily recovers, Ugh...what happened? Where am I? Ow!" He grips his wound and closes in eyes in pain. "I'm not dead...what do you all want? Leave me alone....can't you see I am in pain?"


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"I can end your pain if you'd prefer. Your friend's leg wound doesn't seem to be bothering him at the moment. In the meantime, we still have questions for you, about the dwarves you saw. Exactly where was that, and when?"


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela takes out rope and hands it to Windi.

"There's also the matter of a woman and her two children whose husband you murdered and beat but a few hours hence, as well as taking her wedding ring."


Sarela Falrin wrote:

Sarela takes out rope and hands it to Windi.

"There's also the matter of a woman and her two children whose husband you murdered and beat but a few hours hence, as well as taking her wedding ring."

The brigand protests, "Wait! How'd you know about...." Realizing his mistake, he stays quiet. That was not my idea. seconds later, he speaks up, "That was Harry's...", motioning with his head to the brigand who bled out from Tippy's wound. "It seems he already got his come-uppance, right...so there's no need to do what I be thinking you gonna do with that rope, right? As for the dwarves, they headed on the road past us. They looked like troubles. Besides, they got good eyes in the dark, so they'd see us coming a mile away. Look, I givens you all the information. I am pretty wounded...only by the gods' luck will I not die of starvation or eaten by a wolf this night. There's no need to tie me up. You good folk can go on your way and just forget little ol' Grady, right?" The brigand tries to muster a smile through the pain in his leg.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"But I'm sure you would want to repay your debt to society by joining he crusades yourself, to show that you are a changed man. Unfortunately, we can't afford the time to escort you back to Kenabres. Of course, we'll be back this way again when our mission is complete, and it also would be unfortunate to find that you have returned to banditry, unfortunate for you, I mean. So consider your life choices very car fully from here on out."


"Yeah, yeah, Grady will do all that...after I've seen the local healer of course. Can't much serve Kenabres in my current condition, right?"


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Sense Motive: 1d20 + 4 ⇒ (7) + 4 = 11

"Did your group see three mounted scouts from Kenabres? They would have come by a few days after the dwarves."


"Yeah, yeah....we saw them too. In fact, we hid from them, thought they were after us, but thankfully, they did not see us. Like I said, we did not attack well armed parties, so we left them alone as well. And yes, they were traveling in the same direction as the dwarves. Can I go now?"


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"Windi here is going to put her hand on your head, say a prayer to Iomedae. That will put a Mark of Justice on you that any other Iomedaen will automatically see, and know that you've been given your second chance to live an honest life. Then you can go."

Bluff: 1d20 + 5 ⇒ (18) + 5 = 23

Tippy reluctantly makes his way back into his pony, ready to depart.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi overhears the dwarf while she is looking through the dead mans possessions for the stolen ring.

Sense Motive : 1d20 + 7 ⇒ (5) + 7 = 12

"Actually I am a folower of Sarenrae, and she has not blessed me with any such powers, though she did give me this sword, " she says. "and perhaps you should loose a hand for your crimes. Oh no that wouldn't do either you have suffered quite a bit already. Here we shall make a deal if I ever see you partaking in these sort of actions again it won't be just you hand that I remove from you body, but something much more important. And I will be keeping these coins to give to that mother and child that you robbed."

Intimidate: 1d20 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

"Windi may follow Sarenrae, but I follow Iomedae," Sarela says, reaching out a hand and placing it on the bandit's head while the other grabs her holy symbol. "Inheritor, mark this criminal out as one who has been given a second chance at an honest life. Ensure he does not stray from the path that has been laid before him, and that if he does, may retribution upon him be swift and final. In your name, may justice be served."

Removing her hand from his head, she says, "Do not squander the chance you have been given."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy glances between the two women, whispering silently beneath his breath, like he's trying to remember something.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Sorry for absence.

Jericho snickers, "Humans are so forgiving. In my time with the elven army, scum who prey on the weak and defenseless, like this one, would be killed and left for the vultures to feast on. Hey Grady, where did your friend, the sole survivor, flee to? Ya have a camp around here somewhere?"


Before...
Grady looks terrified as Windi and Sarela take turns.
"No, please, don't take my hand....okay, thank you, blessings upon thee. I have seen the light. Wait, what are you doing woman? By the gods? Are you marking me?" Grady frantically moves around on the ground, causing him pain, as he desperately touches his forehead trying to feel for a mark. "What did you do to me, woman? Did you mark me? Does someone see a mark on my forehead?! Please tell me!" Grady starts crying, "I am sorry, so sorry, please don't mark me, and don't kill me. Camp? Huh? Yeah, we had a camp maybe 30 minutes NE of here. That's all I know, I swear I will never do this again." Grady points in the general direction, which is off the main road.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela smiles and says, "Hurry along to Kenabres. I am certain they will be happy to take your enlistment upon arrival."


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"shall we head NE or make camp somewhere, I must admit it is quite hard for me to see in this darkness"

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"Do we need to worry about the one that got away? We have pressing business. Chances are that last guy won't be robbing anybody anytime soon."


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"Had it been daylight we could have ridden him down, but I won't lose sleep over it. Without his crew it's doubtful that he will hurt anyone anytime soon"

-Posted with Wayfinder


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

"We should find a spot to make camp, and post watches. A small fire for light shouldn't be amiss."


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"I will take last watch if that is okay, I rise and pray with the sun"

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"I'll watch first."


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

"I can take the second watch."


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Jericho takes the 3rd watch and the next day in the morning, continues heading in the direction of the dwarves' last position.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

So, GM, does the night pass uneventfully?


Apologies for delay.

Grady joins your party for the night, if you're camping near him. He asks you to heal and dress his wounds during the night. Whomever is on watch can hear his pained cries during the night, as he is quite uncomfortable. Other than that the night passes uneventfully.

The next morning, you continue on your trek and Grady limps his way to Kenabres, as he is able to walk if you healed him. A few hours later, near dusk, you reach the next landmark on the road - the Black Cougar inn. From the outside, it looks very cozy and is ideally positioned as a way station
for travelers. A sign above wide wooden gates reads, “Welcome to the Black Cougar Inn.” The gate leans open invitingly, and the smell of fresh flowers wafts on the cool breeze. Walk in?


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"Looks like a nice place to wash off some bandit blood," Tipoy says as he heads for the inn.


As you enter, the profusion of flowers planted around this lovely courtyard fills the air with an enchanting fragrance. An oaken door to the west is the obvious entrance to the inn, while east are the broad doors of a stable. Wooden gates allow egress to north and south, and a roofed well lies at the north end of the main court.

A young man in his 20's steps out of the stables as the party enters through the gates. He motions to the party with hand gestures as a form of greeting while making weird noises and smiling at the party. It is quite obvious the young man is mute, as he motions for you to follow him. He walks across the courtyard and opens the entrance to the inn and ushers you in with a smile.

Dark oaken tables, chairs and benches fill this comfortable, L-shaped common room, and the faint odors of tobacco and ale permeate the air. Narrow windows with panes of smoked glass along the north and south walls allow some light into this welcoming space.

An old matronly woman clad in peasant clothing and an apron sits at the centermost table of this room. Her voluminous white hair is piled atop her head and secured in a conservative bun. She wears a red scarf about her neck and a wry smile on her face. "Good evening, I am Anna Gale. Welcome to the Black Cougar Inn. Will you be seeking lodgings for the night?"

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