The Celestial, the Infernal, and the UnCharismatic

Game Master Warhawk7


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Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

Coffee isn't the best for me. This renegade must eb brought to justice. or we can kill them. Either way is just. What laws have they broken. aside from being a society renegade?


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

@Relik

"That remains to be seen, I do not even know if she is a Society renegade... Some people do slip the net at it were. As for crimes that will require an interrogation..."


After a hearty breakfast, and some farewells from the saloon girls (kisses for those who would have preferred), the party sets out to the Marshal's Office.

Along the way, the town is already busy with the hustle-and-bustle of daily activities. Miners say their goodbyes to their loved ones as they gather by wagons ready to take them to work the local mines. Ladies catcall from the boardwalks and balconies of their establishments, dressed in their finest clothes in hopes that said clothes will be removed at least once throughout the day. The town looks like any other frontier town of the Territories.

Once at the Marshal's office, you all immediately notice the horses and ponies, plus one donkey, harnessed out front of the building. As you make your way inside, you see Naya sitting next to the holding cell containing Dek. She is feeding him his breakfast through the bars and is clearly enjoying being close to him again. Another thing you notice is that the bruises on her face are nearly healed, due to no small part of Brandon Dellman. She looks and gives him a smile when she notices everyone enter.

Marshal Clayt is sitting behind his desk, looking up and nodding to you all as you enter before finishing typing out something on his typewriter. As he finished, he pulled the paper from it and handed it to Deputy Toli.

"Here's yer official warrant for James 'n his gang. The reward promise is on there too: $2000 for James, $15 for each green sash. It's an open warrant, meaning ya can bring 'im back dead or alive, but we must be able t' identify him. It also states that th' five of ya are hereby authorized to act as officials in carrying out th' warrant. I wish ya all good luck. Your horses and whatnot are outside waitin. His gang's been a thorn in our sides for far too long now. Oh, and off-the-record. If ya bring him back alive so he can hang for all th' town ta see, we'll give ya an extra $1000. That's from th' town."


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Grace's tone is brisk and hard as stone, she will brook no argument on this matter.

"Before we go I must note something Marshall, another prisoner may well be brought here. That prisoner if she is captured alive will be brought here for temporary imprisonment but she is not in any way under your jurisdiction. She is a Society matter who will be if captured alive transported to the Hallows with all possible haste."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Outside, Cogs notes the animals. "I'll claim that donkey--slow and steady like me. And not quite so high off the ground as the horses. He gives an apple from his pouch.

Inside, Cogs greets the young woman. "Good to see you looking well, Miss Naya." He looks over the warrant, satisfied to know they have clear authority here to capture or kill if necessary.


Retired

As the group walks over to the Marshal's office, Vera squeals in delight. "Ooh, eet eez my size!" She runs up to the pony, red dress streaming behind her, and gives it a petting on its nose, hoping for a nuzzle in return.

She walks over to the cell, nodding at Dek before addressing Naya. "Now, remember, 'e eez recovering from 'is time as a bandit. You weel need to be patient with 'im, but een time, 'e could be a good person again. 'elp 'im be zat person."

Once in front of the Marshal, she stays quiet, letting the others do the talking.


Marshal Clayt nods in agreement with Grace's information. "I'm well awares of Compact rules regardin' "gifted" folks, especially this one. Don't let yer guard down 'round her. She's more than she looks, and she's a looker, that's for sure. I won't tell ya how to do yer job, Templar, but if I were you, I'd put a bullet b'tween her eyes."


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Grace replies bluntly to the Marshall, "I do not have that luxury, I do have my duty however."

With that Grace mounts a horse and prepares for your the journey ahead.


Retired

Walking over to her pony, Vera pats it on the side and pulls herself up. "I weel call you Butterscotch! We are going to be good friends." She waves to Marshal Clayt. "Do not worry, zee bandits weel be dealt with, and we weel be back with zee warrant, zee sashes, and James as well!"


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

*assuming the horses have saddlebags

Works on some ropes to secure his belongings to the horse and saddle bags

Rope check (CMB?): 1d20 + 2 ⇒ (4) + 2 = 6

seems like his thoughts are distacting him with the ropes

While he’s doing this he’s trying to stay calm

Ok you can do this Dellmen. It’s just combat, keep your wits and your focus. Cause you’re not going to lose anybody today.

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

Sorry was busy over the weekend.

Thank you Marshall. I'll make sure these criminals are brought to justice. Relik will say taking the papers.

He exits the building and looks at the horses. seems like a good day for a horse.


After everyone gets their things situated, you mount up and head out of town. The reactions are the same as before, with most people really just minding their business and going about their daily rituals.

Soon after, you leave town and head in the general direction depicted on the map. According to the map, and some local knowledge, the falls are roughly a day's ride from the town through rough badlands and forest.

Use this time to RP banter and general conversations. Use it to build rapport between the characters.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

To break the silence, Cogs speaks up. "Mr. Toli, how long have you been in the Silver Stars?"


Retired

"Oo', I would like to know as well. I am willing to listen, and of course, to talk." Vera sits on her pony, waiting. "Meester Doctor, 'ow about you? Where are you from?"


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

Listens intently

MMm I'm also curious about the Silver Stars myself. What kind of order are they?

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

I have been in the Silver Stars for years.We are the Law. we uphold it. We happen to be allies of most judges. Our word can condemn a man...or a woman. it can also save them from the gallows. Always equal I say. Relik starts laughing.

It is hard to be in the order sometimes. The Law isn't always straight. I was once on a case trying a man for stealing. He did steal, but only for his family's survival. They were poor you see. I didn't get a say. I was still in training. The law is hard but its the law.

The good news is we help those who need help. When robbers or other criminals threaten we are there. Like fighting undead, or sometimes rogue society members, if they fall under our jurisdiction of corse.

Cogs, Vera, Brandon, Grace anything you wish to share?


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

@Relik,"little other then that your authority ends at the Hallows, while you may be treated as a guest within it's confines a different set of rules apply..."

Grace gazes into the distance and then speaks again, her focus on the battle ahead.

"We need to settle the question of how to deal with this "renegade" or I suspect runaway... While we find virtually all who possess the "gift" in the old countries our net in the Territories is far easier to slip through... I will be able to tell which if we can capture her alive, if she is a renegade she will speak the Gothic tongue. If not she will think my speech to be gibberish.

While I think it best to catch her while she sleeps I am open to other alternatives..."


Retired

"Grace, I appreciate your desire to plan zis, but I do not think zat any plan we 'ave will survive once we arrive at zee 'ideout. Eet would be nice to catch zem all asleep; 'owever, I think at least one will be awake. Just be ready to adapt and overcome."


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

"Sorry if I appear...overzealous companions. How long until we reach the enemy's doorstep?"


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

Deep thought

MMM good idea Vera catching them at night would give us an advantage and with there numbers well need all we can get.


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"Definitely seems like a good plan."

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

I agree with Vera


Roll Survival and Perception checks please.

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

perception: 1d20 + 8 ⇒ (10) + 8 = 18


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

perception1d20 + 5 ⇒ (5) + 5 = 10

survival1d20 ⇒ 2


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Survival: 1d20 + 2 ⇒ (15) + 2 = 17


Retired

Perception: 1d20 + 8 + 1d6 ⇒ (17) + 8 + (6) = 31 (1/3 Inspirations used, don't wanna fail a perception check!)
Survival: 1d20 + 5 ⇒ (15) + 5 = 20


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Survival: 1d20 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

If Vera doesn't spot this no one will.


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6
Relik Toli wrote:
If Vera doesn't spot this no one will.

Hey I'm confident I'll at least see whats kills me :P


You make good pace along through the rough terrain along game paths, led expertly by Vera and Brandon. Eventually the sun begins to hang low in the sky to the west and the shadows grow long among the rocks. You encounter little beyond the occasional coyote or jackalope, but all the wildlife you encounter rushes away upon seeing you.

Relik and Brandon:
You catch glimpses of four individuals shadowing you as you near the location on the map. They are still a long ways off, but you are confident you're being followed.

Vera:
Same as Relik and Brandon, but you can clearly see the green sashes they are wearing. They don't seem to have actually noticed you yet, so they are possibly just following your tracks.


Retired

Vera looks over her shoulder for the fifth time in ten minutes. "'ave you seen zee four be'ind us? Zat eez sixty dollars. For a while, I thought they 'ad seen us, but I think zey are reporting to zee boss and zis 'appens to be zee way zey chose." She glances back again, nervously fidgeting with the butt of her pistol with one hand while the other guides Butterscotch along the trail.


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Deleted previous post, Vera ninjaed me:)


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Grace halts her mount abruptly as Vera speaks, as Vera finishes Grace speaks...

"They cannot be allowed to report back and in doing so strengthen their leader at his stronghold. We should take the initiative here, leave nothing save for ash upon the wind."


Retired

"Ash and sashes, Grace, ash and sashes. Without zem, 'ow will we fill zat bounty?"


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Grace's tone is not exactly disdainful of Vera but anyone can sense that she isn't really interested in money...

"The sashes don't interest me Vera, I am not the most money obsessed creature around... I am not say monk of the Eastern church who lives in austerity but wealth is not an all consuming lust for me..."

"Besides their paying us in "paper"! Why can't these people use gold old fashioned gold like the society does..."


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

"You see bandits? We should set an ambush." Cogs looks around for a likely spot.

perception: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

Bandits. Vera is definitely right, I saw four of them. relik pulls out his shotgun.

Shall we?


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

looking for a nice place for cover

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Grace also looks for cover...

perception1d20 + 5 ⇒ (13) + 5 = 18


There are few outcroppings of rocks in this area, although ahead it looks as though there may be a small, narrow canyon or ravine that may prove to be more useful for an ambush. The small canyon has sheer rock walls that extend twenty to thirty feet up on the sides. The ground you tread on, consisting of rough dirt and sparse foliage and bushes, is wide enough for two horses to fit abreast, but not much else.

After forging ahead and searching for a few minutes, you find a bend in the canyon that allows ample room to hide the mounts, as well as a path leading up to the top of the canyon. The tops of the canyon walls have numerous rocks and crevices that provide plenty of cover.


Class Lvl 2| HP 21/21 | AC 14, FF 12, Touch 12 | F +7, R +5, W +0 | Init +2 | Per +5

Grace's voice is merciless and cold as she speaks, her voice is filled with cold logic.

"Take positions at the top of the canyon walls, incinerate any and all enemies. We have no resources to take care of prisoners."

stealth1d20 - 2 ⇒ (7) - 2 = 5


Retired

"Grace, zat spot eez no good. 'ere, let me 'elp you out."

Aid Another (Stealth): 1d20 + 10 ⇒ (18) + 10 = 28
If that beats 10 (which it auto-does), Grace gets +4 to her stealth roll (thanks to the Helpful trait). You're welcome, maybe it'll help.

Having helped Grace find a slightly better spot, Vera secrets herself into one of the crevices near the top of the canyon. As she does, she looks to see where the others are hiding themselves.

Stealth: 1d20 + 10 ⇒ (18) + 10 = 28


Dwarf Steamwright 2 | HP 17/17 | AC 14, FF 12, Touch 12 | F 2, R 2, W 4 | Init +2 | Per +7

Cogs tries to find a similar vantage point from which to fire his grenade launcher, but lugging around all his contraptions makes it a difficult job.

stealth: 1d20 - 1 ⇒ (3) - 1 = 2


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

After securing a good spot for his horse. I'll try to find a good spot to hide as well.

Stealth: 1d20 + 0 ⇒ (14) + 0 = 14


The bandits behind you are far enough away that you can all take 20 to hide (pretty sure you can figure out how to hide in 2 minutes).
Here are the results for purposes of opposed Perception checks (using your dice results from your rolls):

Grace: 31 | Vera: 38 | Cogs: 23 | Brandon: 34 | Relik (waiting on his response)

Grand Lodge

Male Human Hallowed Gunman 2 | HP 19/19 | AC16, FF 14, Touch 13 | F +7, R +6, W +5 | Init +3 | Per +8

Relik, never good with stealth will stand where he is.


Roughly twenty minutes pass before the four bandits come close enough to hear conversation.

"I'm tellin' ya... I saw someone comin' this way!" said one of them, a burly man riding a horse. He was sporting a large beard and was wearing simple clothing common among those around these parts. He seemed to be armed with two heavy revolvers, currently holstered on his hips.

Beside him rode a male elgatos, his short fur the color of sand. He wore a traditional sombrero and poncho, and resting across his lap was a rather large shotgun, possibly one of orgeth-make. He rode silently as he scanned the surrounding area, searching for any sign of the individuals his companion supposedly saw.

The third bandit was another human. He had dark, unkempt hair and a rough, scarred face. In one hand he held a military carbine, his other resting on the horn of his saddle. "Shut up, Prag. Ain't no one been this way anytime soon. We need t' hurry if James an th' Mistress want their toy back.”

The “toy” referred to sat on a horse behind them, tethered to the third bandit’s saddle by a rope. She was an attractive and lithe plains elf with coppery skin. Her hair was black, and she wore simple clothing consisting of a short, tan animal skin top and loincloth, all accented with teal beads and feathers. Her face, shoulders and abdomen were decorated with intricate designs in teal paint. Her hands were bound tightly behind her back, while a green sash was being used to gag her.


Male Human Chaplin 2 | HP 17 | AC15, FF 11, Touch 14 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6

clenching my fist in anger

assuming that the rest of the group is going to fight.
I'll hold my actions untill they are engaged with the party
before I attempt to rescue the Elf prisoner.

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