Steel Wolves - A Mercenary Campaign (Inactive)

Game Master Mark Sweetman

The Steel Wolves are a squad of the mercenary company the Blood Hawks. Currently stationed in Kalabuto, though the jungle calls....


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Minor Crab-beast

Not entirely sure if Doc is able to get all of that in within one round, but Rule of Cool shall reign supreme

Cort lands another blow on the sentry porter, smacking it across his head with his blade pommel and sending it to the ground in a stupor.

Doc surges forward and grabs the tent canvas, wrenching it from the framework as he rushes past Vankerman's tent. He goes crashing forward, partially wrapped up in the canvas as it whips off the tent poles and tangles in amongst his limbs. Doc needs to spend a move action to free himself this round, or is entangled by the tent canvas

The spot where the tent once stood is framed only by the remaining tent poles. There are two figures standing at it's centre, both are Mwangi. One you recognize as Musangi, but he looks different. His body is daubed in blood and you see he has the same white pasty substance over his face. He also seems... bigger, as though his frame and muscles have swelled in size.

The second figure is the one that is chanting and is standing naked except for a totemic mask upon his face. His body is clean, except for his hands which are blood-red. His chanting reached a crescendo just as Doc tore off the tent, and he turns to face the party. Screaming in polyglot he yells

Polyglot:
"Despoilers of the secret places, you will not leave this jungle alive"

Perception DC 12:
You notice a few bodies lying to the side of the two. They look to be ex-porters, though their bodies are mere husks drained of blood. Their chests have been rent asunder and they seem to be lacking some of their internal organs

The figure that was once Musangi opens its eyes. Differing from the porters you have seen thus far, his eyes are deepest black - not white. He roars and you see that his jaw is overwide and his teeth end in needle points.

Action Tracker (Round 3): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc

Voodoo dudes will start acting on round 4 - though they are not flat-footed this round. Blaze / Cort / Kaavel are still ~20-30ft from the tent, and Grusk is about 80ft away, having not moved forward. Darkbiter and Sentis are both very close where the tent once stood, and Doc is just off to the side - tangled in tent

First to move into melee combat with the masked Mwangi:
Give me a DC 15 Will save, and if you fail you cannot attack


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

Drinking a potion- Move action.

Moving 30 feet- Move action.

Picking up an object mid-move- free action

Technically, Doc under-used his action allotment. Not sure at all how Doc ended up tangled in the tent he was dragging behind him but I'll go with it.

I think the tent probably should have just folded under itself, scooping up everything inside like it was a giant bag. I suspect this because a couple of guys did this to me while I was in Basic. I basically ended up in a sack being drug around the Mojave by my squadmates until I managed to get free. I figured anything a couple 180 pound men could do, a 1200 pound dwarf probably could too. Oh well.


Male Half Elf Wolf Shaman 5

If Sentis was able to get Vankerman cut free last round then he'll throw the pitted dagger at the strange naked man.

Attack - 1d20 + 3 ⇒ (7) + 3 = 10
Damage - 1d4 + 3 ⇒ (3) + 3 = 6

If not he'll continue to cut at the ropes binding the man.


Minor Crab-beast

Doc:
Enlarge person doesn't increase your speed, so you are stuck with the 20ft move rate of a dwarf.
Accelerated drinker trait only works if you start with the potion in hand that round, not at your belt.
You were more than 20ft away to start with, and if I were in a nitpicking mood I'd make you do a bullrush or reposition type maneuver (with appropriate action) to wrench the tent canvas free from the ground where it was secured with pitons.
If you truly feel you're hard done by, then I'm sorry - but I thought I handled it pretty well and still allowed you to carry through with the essence of your action.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"I have been lookin fer tha guy."

Shortbow Attack
1d20 + 5 ⇒ (4) + 5 = 9

Damage
1d8 + 1 ⇒ (7) + 1 = 8

If applicable.
Sneak attack +1d6 ⇒ 5

Grusk still confuzed as to what to do fires at the masked man he can only assume unleashed monkeys on his ass earlier in the game, and he does not care what monkey boy has to say about it....
...and misses the mark....


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
DM - Voice of the Voiceless wrote:
** spoiler omitted **

Spoiler:

You're right on the movement. My mistake. You're the boss and I'll go with it even if I don't like it.

Silver lining is that i'm now right next to where the tent used to be, and I have a 10 foot reach. Should mean I'm threatening them.


Male Keleshite Magus(Kensai Archetype)/5

Blaze chuckles at Doc's "tactics" "Well, that's one way to deal with them" With that he smacks the porter in the head with the flat of his blade 1d20 + 4 ⇒ (10) + 4 = 14 for 1d6 + 1 ⇒ (6) + 1 = 7 non lethal dmg


male Half orc Shapeshifter Skirmisher 5

Darkbiter charges the chanting man, trying to keep the insane man between himself and whatever Musangi has become.

Perception 1d20 + 10 ⇒ (11) + 10 = 21
attack (charge & human) 1d20 + 8 ⇒ (8) + 8 = 16
damage 2d6 + 5 ⇒ (6, 6) + 5 = 17


Minor Crab-beast

Darkbiter - as stated above, I'll need a Will save from you prior to the attack against the masked Mwangi


Male Half-Elf Martial Artist /4

Kaavel unleashes another combo against the porter.

Flurry of Blows:

1d20 + 4 ⇒ (3) + 4 = 71d6 + 3 ⇒ (2) + 3 = 51d20 + 4 ⇒ (7) + 4 = 111d6 + 3 ⇒ (2) + 3 = 5


Minor Crab-beast

Kaavel's fists uncharacteristically miss their mark again, though Blaze is able to lay the second sentry out with the wide side of his weapon.

Grusk's shot flies wide as Sentis manages to cut free Vankerman's bonds. Vankerman is still currently unconscious, so you'd need to drag him out if you want to move him now without healing first.

Result of Darkbiter's attack is pending his Will save.
Doc - you are within 10ft of both the masked Mwangi and 'Musangi', so can pick and choose your target.

For the first to attack the masked Mwangi in Round 4:
DC 15 Will save, or you cannot attack

Action Tracker (Round 3): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Voodoo, Doc

Voodoo Initiative: 1d20 + 3 ⇒ (6) + 3 = 9


male Half orc Shapeshifter Skirmisher 5

Will save 1d20 + 3 ⇒ (15) + 3 = 18

Do I have to make that will save every round, or is once enough to be done with whatever is causing the need for it?


Minor Crab-beast

As Darkbiter comes close to the Mwangi, he makes eye contact with the man's mask. A pall starts to settle over Darkbiter's thoughts as the mask seems to start to animate, blackness pouring from it's eye-sockets and the sinister mouth starting to move. However his will is too strong to be subjugated and Darkbiter is able to shrug off the effects.

Sword flashing in the sun it arcs forward to strike the Mwangi a wicked blow.

Darkbiter - you are immune to it now, so no need for any more Will saves from you.
However the first of the rest to attack the Mwangi each round will need the same Will save.

Damage Tracker:
Masked Mwangi: 17
'Musangi': 0


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Shortbow again
firing into melee
1d20 + 1 ⇒ (7) + 1 = 8

"Fer cryin out loud!"


Male Keleshite Magus(Kensai Archetype)/5

Upon putting down the porter, Blaze turns his attention to the masked man. "Sarenrae guide my blade as I put down this foul creature" 1d20 + 8 ⇒ (18) + 8 = 26 Charge atk for 1d6 + 1 ⇒ (6) + 1 = 7 dmg Crit threat 1d20 + 8 ⇒ (20) + 8 = 28 confirmed on a nat 20, hot damn! Total damage 14+2 fire

1d20 + 1 ⇒ (18) + 1 = 19 Will save

maybe I need to pray to my Goddess in game more often lol


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Tha guy in tha mask is tha same one who set tha monkeys upon us afore!"

"Get him!"


Minor Crab-beast

Waiting a little bit longer for Doc's action - just to see if the masked Mwangi gets killed before it gets a chance to act...


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

Tried to post earlier but the site was having issues.

"Coal fraggit!" Doc curses at the tent that had somehow managed to wind it's way around his leg. "Tha' was suppos'd t'go differ'nt.

Kicking his leg free and unslinging his massive hammer he looks back at the masked shaman. "Oh well. This'll work too. Come t' papa..."

Move action to untangle. Draw weapon as part of move. I'm pretty sure that since I stopped next to where the tent was i'm about 10 feet from the guy, which puts me in range now that I have reach. If not, I 5' adjust. (The tent size was never really described, but I can't imagine it's bigger than 10x10)

The hammer drops like a hundred pounds of pain.

Atk 1d20 + 3 ⇒ (20) + 3 = 23

Dmg 3d6 + 3 ⇒ (2, 3, 2) + 3 = 10

Crit confirm 1d20 + 3 ⇒ (17) + 3 = 20

Crit damage 6d6 + 6 ⇒ (3, 1, 6, 2, 2, 5) + 6 = 25

Total= 35 damage

WooHoo!


Minor Crab-beast

Aaaands that's why the DM can't have nice things....

The blow from Doc's hammer staggers the masked Mwangi as it strikes it's upper body. Wheezing as it tries to suck in breath, the Mwangi is unable to defend himself as Blaze's scimitar opens his stomach. Slumping to his knees, the Mwangi is able to utter

Polyglot:
"The Nzumbe shall avenge....."
before he can speak no more.

The thing that was once Musangi roars and does not look friendly.

Action Tracker (Round 4): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Nzumbe, Doc


Male Half-Elf Martial Artist /4

Round 4
Kaavel seeing that the others have stopped the masked man rushes to fight the being that was once Musangi.

1d20 + 4 ⇒ (1) + 4 = 51d6 + 3 ⇒ (3) + 3 = 6

Really the dice roller is not liking me today.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Doc I was gonna get him sooner or later."

"Ya'll remind me tah gets a sap."

Changes weapons and moves in to help finish the fight.


male Half orc Shapeshifter Skirmisher 5

If it's any comfort, Voice, I know the feeling. 1 vs many rarely works out well for the 1.

Darkbiter swings his sword around to put "Musangi" to rest. "Good work, wolves. I don't think he saw that coming."

+2 attack and damage if "Musangi" still counts as human
attack 1d20 + 4 ⇒ (16) + 4 = 20
damage 2d6 + 3 ⇒ (6, 6) + 3 = 15


Minor Crab-beast

Heh - I thought the mask would buy him at least a couple of rounds before he became clam chowder but c'est la vie :)
And yes, Musangi still counts as 'human'


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

In a past game, Masks became synonymous with "NastyBadPainDeathGuy". The urge to kill anyone in a mask has just stuck I guess.


Minor Crab-beast

Ryuko is away for a bit, so I'll DMPC him for now.
I've assumed Sentis is taking a non-combat option?

Seeing the masked man fall, Cort doubles around the nzumbe to get into a flanking position ready for an attack next round.

Darkbiter's sword once again tastes flesh - cutting a bloody rent in the figures thigh.

Unslowed by the wound, the nzumbe lashes out with it's claws in wide powerful strokes. One claw lashes out at Darkbiter while the second arm stretches unnaturately to strike at Doc.

Claw on Darkbiter: 1d20 + 9 ⇒ (10) + 9 = 19 for 1d8 + 8 ⇒ (4) + 8 = 12
Claw on Doc: 1d20 + 9 ⇒ (11) + 9 = 20 for 1d8 + 8 ⇒ (7) + 8 = 15

Action Tracker (Round 4): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Nzumbe, Doc

Damage Tracker:
Nzumbe - 15


Male Half Elf Wolf Shaman 5

If Sentis had been paying attention to the battle he would have been amazed at the giant dwarf's performance and a little disturbed at the sight of the shaman's head exploding in a bloody mess. But he tending to Vankerman who desperately needed it. He first drug him away from the battle and then tended to his wounds.

Cure Light Wounds - 1d8 + 2 ⇒ (6) + 2 = 8


Minor Crab-beast

Sentis is able to muscle Vankerman away from the danger area and a surge of energy passes through his hand to soothe his wounds. Vankerman's eyes open groggily, and he starts to blink off his headache "Unnnhhhh...."


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Have no fear Grusk is here."

Attacks the zombie attacking dark....
Greataxe Attack
1d20 + 4 ⇒ (3) + 4 = 7

That is a 9 with flanking bonus

Spoiler:
.....I am sad! :(


Male Keleshite Magus(Kensai Archetype)/5

Moving quickly, the Keleshite whirls around and slashes at what used to be their guide.
1d20 + 8 ⇒ (19) + 8 = 27 ooh Crit threat1d20 + 8 ⇒ (7) + 8 = 15 Crit confirm. for 1d6 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10 or 14 +2 fire is crit is confirmed.

Flaking and Presice Strike factored in above. Also I think I'm stealing Grusk's luck with the dice like some sort of luck sucking vampire lol


Minor Crab-beast

Update pending Doc and the remainder confirming actions.


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

If I'm picturing this right, Nzumbe moved in to attack me. I assume he started in my threat range and I don't get an AoO because he seems to have reach too. After he attacked me Blaze and Grusk moved in to attack him. I'm not sure where they are, but they are flanking Nzumbe, so that means that one of them is probably right next to me. If that's the case I'd like to 5' adjust behind whoever's closest. If that's not possible I'll just move closer toward one of them and hope they'll move to cover me.

Doc grunts at the heavy blow from the creatures claws and drops back. Somehow the wound is already beginning to close.

Fast Heal 5 kicks in from Spontanious Healer. Doc is at 6 HP.

"Ow." Doc says stoically glancing down at the closing wound. Shifting towards his companions he says "One o' ye mind coverin' me fer a sec?"

Using one of his teammates to cover his wind up, Doc brings his hammer down again, this time on their former guide, grunting "Sorry pal." around his ever-present cigar while his powerful shoulders drive the massive weapon home.

Atk 1d20 + 3 ⇒ (20) + 3 = 23
Dmg 3d6 + 3 ⇒ (4, 6, 1) + 3 = 14

Edit: Hot damn! Two in a row.

Crit confirm 1d20 + 3 ⇒ (18) + 3 = 21

Dmg 6d6 + 6 ⇒ (4, 4, 4, 1, 6, 6) + 6 = 31

45 damage total

Finally he pulls a flask from his belt and yanks the stopper free with his teeth, taking a moment to toast Musangi, obviously preparing to drink.

Move action, retrieve potion, so I can make use of accelerated drinker next round.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"I made yah look an then Doc swung round an f&#%ed yah up!"


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"Thank ye, lad. Nice work."


Minor Crab-beast

Yep... he's a slightly chunky version of tomato paste...
Update to come tonight when my son's asleep.


male Half orc Shapeshifter Skirmisher 5

Darkbiter looks at Doc with a great deal of respect. "Either you got lucky or just that good, but either way, I'm glad you're on our side, not theirs. Does anyone know how to fix the porters? The sooner we can get away from this place the better."


Minor Crab-beast

Once again the impact of Doc's wicked hammer crushes most of the nzumbe's chest and Blaze's scimitar finishes the job. The thing that was once Musangi crumples lifelessly to the ground. The danger appears past as neither the masked Mwangi or the nzumbe are moving.

Vankerman is slowly coming to and asks Sentis while blinking through blurry eyes "What happened? Last thing I remember was a cudgel to the face"

The porters that you laid out with non-lethal will still be out cold for a while - unless intervened with healing / heal checks.


Male Half-Elf Martial Artist /4

"Good job Doc." Kaavel than turns to Vankerman "Some magic user did not like what you were having us do. So he seemed to take over the porters. He knocked you out than turned Musangi into some monster. We found this out after we got out of the ruins which we all have to ask you about in some detail. Now since I explained all that I want you to sit there and not say anything or move until we figure out what the hell happened."


Male Half Elf Wolf Shaman 5

If youre ok for now I can check on the others Vankerman and please head Kaavel's warning. We are not in the mood for funny business and need to sort this whole mess out.

Sentis will first move to Doc who looks to have taken the brunt of the nzumbe's attack.

Cure light wounds - 1d8 + 2 ⇒ (7) + 2 = 9

he'll then check on the unconscious porters.theres 2 left right?

Heal check - 1d20 + 10 ⇒ (18) + 10 = 28
Heal check - 1d20 + 10 ⇒ (18) + 10 = 28


Minor Crab-beast

Vankerman waves you off, and looks like he has no intention of standing anytime soon - still groggy from the beating.

The two remaining porters seem to be returned to their normal self... as much as you can gather without them being awake. Their muscles have fully relaxed, where as they were taut before they were laid out.


Male Human Fighter 4

Cort, with blade still extended, will recon the edge of the camp, making sure that there are no further surprises awaiting as they drop their guard. After making a full circuit he will return and report.


Male Keleshite Magus(Kensai Archetype)/5

Blaze cleans off his scimitar, taking a few moments to make sure it's spotless, the re-sheathes it. He looks to Doc with a big grin "We seem to make an excellent team good sir!"

He the asks Dark or Grusk to go check on the haul. "I am definitely ready to get out of this gods forsaken jungle."

What time of day is it?


Minor Crab-beast

I'd say it's just on the afternoon side of midday.

Cort notices nothing of interest on his patrol.


Male Human Fighter 4

"Nothing else about Sunny. Looks like we'll be carrying the loot out ourselves." Cort sheathes his blade and steps over to Vankerman "You get any time to see where the other porters went?" He asks angrily.


Male Half Elf Wolf Shaman 5

His healing ministrations with the porters done...they just need to rest for now... Sentis went over to the dead shaman to see if there was any clues to his intentions beyond killing the squad.

Perception - 1d20 + 10 ⇒ (8) + 10 = 18


Male Keleshite Magus(Kensai Archetype)/5

"Thanks Cort. We could probably hustle back to the village, but with our wounded that isn't a bright idea. I say we hunker down here for the night and leave at first light.

If that's acceptable, we'll need to fortify this campsite. Let's make sure that we have every advantage if we get attacked before we leave. Walls, pit, traps, alarms, if it can help us and hinder any potential enemies, we want it. Dark, Grusk, Sentis, see if you three can't find any useful plants to help our wounded and maybe some small animals for dinner. Doc your on trap duty, with Cort, Kaavel and I your able bodied assistants."


Male Half-Elf Martial Artist /4

"Let us get going on this than."


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
Memluk "Blaze" Seljuk wrote:

Blaze cleans off his scimitar, taking a few moments to make sure it's spotless, the re-sheathes it. He looks to Doc with a big grin "We seem to make an excellent team good sir!"

Taking a swig off his tankard, Doc raises his glass to Blaze with a grin and thanks Sentis for his magics. "Ah thought ah was s'posed t' be th' comp'ny medic. Yer doin' all the clean up lately."

Doc tromps over to one of the porters to throughly inspect him for any trace of what might have caused their mindless state. "There's a few poisons tha' could do this t' 'em. Somebody mind checkin' what's left o' the masked feller fer any pouches or gear?"

Take 20 on a heal check to diagnose what caused their zombie-like state.

Tossing his deployable alarm traps to Blaze he says "Ye kin start wit' these. Ankle high. Th' bells're on sliders so ye kin run 'em along th' line t' hide 'em in bushes and whatnot. Each one's fifty feet. Ah was only able t' make two two of 'em wit' th' supplies ah brought but ah'll git started on some other stuff. Put those wherever the approach is hardest t' see but easiest t' walk through. The other two of ye' start clearin' sightlines. Start from camp center, look around, when ye' see any kind o' bushy obstruction, walk out an' uproot it or hack it down."


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"I'll show him hiw yer alarms werk Doc. I got a lesson at tha other camp."


Minor Crab-beast

Doc and Sentis:
The sentries look to be in good health as far as you can tell. You gauge that it was likely magic that conquered their soul.

The dead Mwangi carries nothing on him except for his mask, and a look around the campsite shows that there is nothing present apart from what you know to be owned by Vankerman.

Vankerman: "I don't know where the rest of the porters are, apart from those two and the..." his arm waving towards the bloodied remains of both Musangi and the dead porters in the tent. "I was within my tent, heard screams and when I stepped out into the open was clubbed down."

So the forward plan is to consolidate here and show Vankerman the loot?


Male Half Elf Wolf Shaman 5

Sentis handles the shamans mask with care and cast Detect Magic on it. If there are any enchantments - Spellcraft - 1d20 + 5 ⇒ (4) + 5 = 9

After that he sets about following Sunny's orders to gather herbs. He knew that nothing he found would help the porters or Vankerman so he instead focused on finding more lemon grass to keep the bugs at bay.

Survival - 1d20 + 11 ⇒ (4) + 11 = 15

That done he gathers with the other Wolves to see what the plan is.

As much as we need it we shouldnt stay here. The blood will attract predators. Does anyone else require healing? I have one more spell prepared for the day.

THe druid pulls a particularly swollen tick from between his dreads and pops it between his fingers...vile creatures...

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