Warlords: Blood, Blade and Bounty (Inactive)

Game Master Brian Minhinnick

Vikings versus Romans, 890 AD fantasy Earth.

The warlord weaves his web of fear,
Each man receives his fated share:
A blood-red sun is the warrior's shield,
The eagle scans the battle field.

-Egil Skallagrimsson

Roll20


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Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
Combat:
Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Free - maintain song, Standard - Intimidate/demoralize, Move - moved up in front of Gromplejak.

    7/12 Raging Song rounds used.

    Feeling that his angry projections were on a bit of a roll, he continued his verbal and gestural assault, this time focusing on the warhound in front of the fallen guard. He began barking wildly as if he himself were a hound dog, hoping to somehow reach the canines on their level.

    Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17

    By the gods, I've got to get to Will and use my healing magic. We'll need every good sword hand we can muster before this is over.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Will ties not to die anymore.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja moves up on one of the wardogs, her eyes now cold and calculating now that her vengeance was sated. She studies the canine's movements for a moment before thrusting her blades deep into its chest.
    __________
    Attack, TWF, Studied, Buffs: 1d20 + 3 + 1 + 1 - 2 ⇒ (18) + 3 + 1 + 1 - 2 = 21
    Longsword Damage: 1d8 + 4 ⇒ (3) + 4 = 7
    Dagger Damage: 1d4 + 3 ⇒ (2) + 3 = 5


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Round 7

    "Hjalvar, get out of Gromplejak's way!" Óbjarni starts to inspire everyone again chanting a battle song while trying to keep his new shield between himself at the dog.

    standard to start Rage Song 3 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC


    Need Kellan. Yes, you have your spell component pouch, thanks to the fortuitous retcon/my mistake.


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    I kinda don't like retcons. I'll go with: There's still another bag in the veil and Kellan will pull it in this turn. Easier to deal than just add something in the game.

    Somewhat desperate at their current situation. Kellan studies the veil and pulls the other bag from it. Maybe it is something that can be used in the current situation.
    As the bag turns into a magik pouch, the old man smiles. Finally he would be able to do something to help.
    Use a move to detach the other bag, and move inside the corridor.


    Round 7

    Feeling that his angry projections were on a bit of a roll, he continued his verbal and gestural assault, this time focusing on the warhound in front of the fallen guard. He began barking wildly as if he himself were a hound dog, hoping to somehow reach the canines on their level. By the gods, I've got to get to Will and use my healing magic. We'll need every good sword hand we can muster before this is over.

    Sonja moves up on one of the wardogs, her eyes now cold and calculating now that her vengeance was sated. She studies the canine's movements for a moment before thrusting her blades deep into its chest.

    "Hjalvar, get out of Gromplejak's way!" Óbjarni starts to inspire everyone again chanting a battle song while trying to keep his new shield between himself at the dog.

    Somewhat desperate at their current situation. Kellan studies the veil and pulls the other bag from it. Maybe it is something that can be used in the current situation. As the bag turns into a magik pouch, the old man smiles. Finally he would be able to do something to help.

    The wounded dog lunges at Sonja as it dies. The other dog leaps on Objarni.

    End of Round 7
    ================================
    Begin Round 8

    _________________________________

    Blue on Sonja: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 3 ⇒ (2) + 3 = 5
    Trip: 1d20 + 3 ⇒ (7) + 3 = 10

    Red on Objarni: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 3 ⇒ (3) + 3 = 6
    Trip: 1d20 + 3 ⇒ (10) + 3 = 13

    You guys are up!


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Round 8

    The dog bites Óbjarni's exposed leg and rips it open. He continues chanting a battle song recovering strength from his favorite part and attempts to club the fighting dog. However, he slips on his own blood but remains on his own feet.

    red dog: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

    free to maintain Rage Song 4 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC

    Skald's vigor = Fast Healing 2. HP 9 -6 dog +2 FH = 5 current


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja lashes out with her blades, trying to fell the canines and clear a path to the open door and Will's bleeding body.
    __________
    Attack, TWF, Studied, Buffs: 1d20 + 3 + 1 + 1 - 2 ⇒ (11) + 3 + 1 + 1 - 2 = 14
    Longsword Damage: 1d8 + 4 ⇒ (1) + 4 = 5
    Dagger Damage: 1d4 + 3 ⇒ (1) + 3 = 4


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    Dags, Yeiks! Kellan mutters as Sonja and Objarni deals with the hounds.

    In his current position, there isn't much he could do, except give a small boon to others.

    casting Guidance on Objarni and and walking back, to give the giant some space.


    Hjalvar maintains his song, stepping out of the giant's way as well.


    Round 8

    The dog bites Óbjarni's exposed leg and rips it open. He continues chanting a battle song recovering strength from his favorite part and attempts to club the fighting dog. However, he slips on his own blood but remains on his own feet.

    Sonja lashes out with her blades, trying to fell the canines and clear a path to the open door and Will's bleeding body.

    Dags, Yeiks! Kellan mutters as Sonja and Objarni deals with the hounds.

    In his current position, there isn't much he could do, except give a small boon to others.

    Hjalvar maintains his song, stepping out of the giant's way as well.

    Gromplejak steps forward and tries to smash the dog. He cuts its rear legs off, but sadly the hound still lives. The dog, mad with pain continues to attack. It tears Sonja off her feet.

    End of Round 8
    ================================
    Begin Round 9

    _______________________________________

    Attack on Red Dog: 1d20 + 8 + 1 + 1 ⇒ (18) + 8 + 1 + 1 = 28
    Damage: 1d8 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12

    Red dog on Sonja: 1d20 + 3 ⇒ (20) + 3 = 23
    Confirm on Sonja: 1d20 + 3 ⇒ (1) + 3 = 4
    Damage: 1d6 + 3 ⇒ (6) + 3 = 9
    Trip: 1d20 + 3 ⇒ (19) + 3 = 22

    You are up!


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    I’ll delay my action to see if anyone will drop the second dog.

    When the dog falls
    Kellan has been waiting for this and as soon the dog falls, he moves out of the room to will and tries to drag the man back inside. The man as between life and dead, but there were archers and painting himself another target doesn’t help at all.
    Can it be done? Grab him and drag him inside?


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Round 9

    Óbjarni steps over the dead dog to make more room in the bottleneck. He attempts to club the last dog but is distracted...

    red dog: 1d20 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

    5 ft step

    free to maintain Rage Song 5 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC

    Skald's vigor = Fast Healing 2. HP 5 +2 FH = 7 current


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja holds her blades between her and the remaining dog, cautiously rising to her feet, despite the sharp pain shooting through her bitten leg.
    __________
    Move action to stand. Am at 0 HP and Disabled, so that's all I can do.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Free - maintain song, Standard - attack dog (red), Move - moved up through Gromplejak's space to stand in front of the dog.

    9/12 Raging Song rounds used, current AC 13, Weapon song + Inspired Rage.

    Seeing the vicious dogs tearing into his jailmates, the white-haired warrior poet zipped under the giant's feet and brought his new longsword down upon the attack dog in a powerful swipe!

    Attack dog (red): 1d20 + 4 ⇒ (19) + 4 = 23
    Damage: 1d8 + 4 ⇒ (7) + 4 = 11
    Crit confirm: 1d20 + 4 ⇒ (17) + 4 = 21
    Crit damage: 1d8 + 4 ⇒ (2) + 4 = 6

    Yeah!


    The dog goes down.


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Round 10

    Óbjarni continues chanting to reinvigorate himself and moves up to the door behind his shield taking cover from the doorway. "Does the Decanus have any keys?" He asks behind him. Maybe the wounded can search him.

    free to maintain Rage Song 6 of 9 used. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC

    Skald's vigor = Fast Healing 2. HP 7 +2 FH = 9 current

    move to door
    standard action to take total defense and cover of the door. AC 21 (25?) = 17 +4 total defense +4 cover?


    You can all act. The guards outside have readied actions that will trigger from Objarni moving up. I’ll update when I’m at a PC and have time.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Seeing the last threat that was indoors fall, Sonja leans against the wall and looks around, favoring the leg that the dog had bitten so savagely. She turns her eyes towards the wound, and grits her teeth. "Damned Roman hounds. Fight better than their damned soldiers."

    She lifts her head towards the giant and asks, "Can you get him out of the doorway? He may still be alive," as she motions her head towards Will and points at him with her dagger.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Somewhat afraid of how his companions would react to the use of magick, the bard opted to act on his impulse instead of bowing to caution. Hjalvar began to cast a simple cantrip, one that used the force of an invisible hand to pull closed the door where arrows had flown through. He began motioning at the door with a sort of arcane beckoning gesture, causing the passage to close off...for the moment.

    Stopping my song, casting Mage Hand to pull the exit door closed, to shield us from the ranged onslaught that surely awaits the first to come into view.


    Round 10 so Far

    Óbjarni continues chanting to reinvigorate himself and moves up to the door behind his shield taking cover from the doorway. "Does the Decanus have any keys?" He asks behind him. Maybe the wounded can search him. As soon as he enters the doorway five arrows come hissing angrily through the air. The missiles thunk into his shield, and shatter against the stone of the doorframe.

    Seeing the last threat that was indoors fall, Sonja leans against the wall and looks around, favoring the leg that the dog had bitten so savagely. She turns her eyes towards the wound, and grits her teeth. "Damned Roman hounds. Fight better than their damned soldiers."

    She lifts her head towards the giant and asks, "Can you get him out of the doorway? He may still be alive," as she motions her head towards Will and points at him with her dagger.

    Somewhat afraid of how his companions would react to the use of magick, the bard opted to act on his impulse instead of bowing to caution. Hjalvar began to cast a simple cantrip, one that used the force of an invisible hand to pull closed the door where arrows had flown through. He began motioning at the door with a sort of arcane beckoning gesture, causing the passage to close off...for the moment.

    Gromplejak looks around, seeing no more enemies he stops bellowing. "What should I do now, lil 'uns?"
    _______________________________

    Attacks on Objarni: 1d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (13) + 3 = 16

    I still need Kellan, and Will if someone heals him.


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    With the doors closed and no more immediate threat, Kellan walks to will and starts chanting his magic words, causing his wounds to heal.
    CLW: 1d8 + 1 ⇒ (7) + 1 = 8


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Round 11

    When the door closes, Óbjarni stops chanting and looks for the lock or bar. "We've five archers targeting this way out. Gromblejak, do you know the layout of the prison? We may have a way to get through a wall with the magic window. Do those rooms have anything useful?" Óbjarni asks looking for ideas and options.

    free to stop Rage Song. Lingering Performance continues effect 1 of 2 rounds. Allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC

    move action to bar/lock door
    standard action to ready total defense


    Gonna end combat for now. Feel free to explore the rooms, the guards might try to breach the keep eventually.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Seeing that the strange man named Kellan wielded magic of his own, Hjalvar was both taken aback and relieved at the same time. True magicians were rare indeed, and his healing touch seemed as powerful as any the bard had ever witnessed. They might just get out of this alive.

    Turning to his female companion, he knelt beside her. "Hold still, fighter Sonja. Your wounds are grievous. Allow me to share my magic to close some of those bites."

    CLW: 1d8 + 1 ⇒ (4) + 1 = 5, cast upon Sonja.

    "Would someone mind helping me with this armor?"
    Hjalvar is taking the undershirt and chain shirt from one of the downed guards.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • DM, couple of questions. 1) There appear to be more doors leading out of room #14 on the map. Are those doors locked? 2) Are there any locks or large handles on the doors next to Objarni and Will? If so, can we secure them from the inside? (by running a board through the handles, or tying up the knobs, turning a lock, etc)


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Will doesn't even move when the arrow is pulled out and the wound stitches itself closed. As soon as the spell is done his eyes pop open and he attempts to spring up. He immediately becomes light headed and falls back over. He takes a moment to orient himself and finally notices the enemy is dead. "Maybe we should use that window now. Can't go out that way," he says nodding towards the double-doors.

    Taking one too if there is time. Learned his leasson.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja nods a thanks to Hjalvar. "We should gather what gear we can find. Something in here just may be the key to escaping."


    The sergeant has a keyring, and his sword is nicer than the others (Masterwork).

    Room 14

    This was the Decanus's office. It is a plain affair with a single cluttered desk and a couple of chairs.

    1 minute and DC 12 perception:
    There is mostly uninteresting paper work in the desk, but amidst that clutter there is also a complete map of the prison and the location of all the guard posts.

    This room is lit by a pair of sconces holding torches.

    The door to the north is locked.

    Room 15

    At first glance this appears to simply be the slovenly kept bed chamber of the Decanus. There is a bed, a small table and wardrobe which contain Lucata’s personal effects which are by in large worthless.

    However, under the bed is an iron strong box with a good lock.

    Use the key:
    Inside that box is a case of rotgut whiskey (a dozen bottles worth 5 gp a bottle) and 1,235 gp.

    Room 10

    This large room has a few wooden tables and benches. It is here that the guards and guard sergeant take their meals. A banner emblazoned with the emblem of Rome hangs on the eastern wall. The banner is not valuable in and of itself but it is a symbol of the garrison's honor.

    Room 9

    This simple room has a few cots and a dozen locked footlockers.

    Doors with red rectangles are locked, green unopened.


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Óbjarni first focuses on helping everyone don armor who has not yet. He inventories the longswords available wondering if everyone has a sword now. The use of magic does not surprise him. He knows it exists but decides now is not the time of existential questions about how they affect it.

    Does everyone have a longsword now? Sonja Vengeance-is-mine, I assume you would claim the Decanus's sword by killing him, right? What about shields? Does everyone have one that wants one?

    After up-armoring his companions, Óbjarni will join the search of the office of the Decanus. "Hey, here's a map of the prison with guard posts! What's the best way out? Let's examine the map before we open any more doors or use the magic window."
    Perception take 10+4=14

    When someone else finds the rotgut and banner, we can start making Molotov cocktails using the torches.


    There should be 7 longswords, 7 chain shirts, 1 mwk longsword, 1 chainmail, 8 large shields. You also have the Decanus's keys, which presumably would be able to open the locked doors.


    560 XP each. Gromple has one sword and one shield. I would recommend moving your tokens around the various rooms, so the descriptions above make sense.


    As for the map of the fort...hmmm. I'm just going to reveal everything. From your count there should be seven guards and the Primus left.


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Cool. Can you put the location of the five archers that shot at Óbjarni, so we know where they were when we closed the door?

    So, Óbjarni has a longsword now. Who is taking the chainmail?

    While Óbjarni investigates the dining room with the Roman banner is sees into the back room (11) with another door. He thinks he sees some people, "Hello?"


    Male Shaman HP 11 | AC:17 | T:11 | FF:16 | CMB +0 | CMD:11 | Fort:+0 | Ref:+1 | Will:+6 | Init:+1| Spellcraft +6 | Pers +8 | Surv +8 |

    After nursing will back to the living, Kellan goes about to equip and arm himself. From the spoils, he takes a chainshirt, a shield and nothing more.

    Walking down to Hjalvar he helps the man put his armor on and them ask for help in return "Help me will ye?"


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    Will seems enormously interested in the ma and joins Objarni in scanning it for weaknesses. After looking at it for a while he points at a room. Room 14 The one they happen to be in. "Here. If we can get out of this room with that magic scarf we can head for this tower and get down from there. Or head along the wall to the gate. Harder to hit. Need to move quick before more show up," he says in his heavily accented Norse.


    The shots Objarni/Will could see came from the gatehouse arrow slits and the walls next to the gatehouse. Presumably the guards would reinforce the gatehouse, since most of them were posted there and it's the easiest way out of the fort. Since I took this map from another game, it's not 100% accurate to what I want. Unlike the map, the fort is not on a penninsula. It's on a hill, with a moat dug around it though. So the effect is essentially the same. Its surrounded by water on three sides, through the gatehouse and across the bridge is the easiest way out.


    Óbjarni wrote:

    Cool. Can you put the location of the five archers that shot at Óbjarni, so we know where they were when we closed the door?

    So, Óbjarni has a longsword now. Who is taking the chainmail?

    While Óbjarni investigates the dining room with the Roman banner is sees into the back room (11) with another door. He thinks he sees some people, "Hello?"

    Room 11

    Objarni opens the door to the south.

    This room houses a well-stocked kitchen and pantry. Besides, the usual collection of plates, bowls and other cooking paraphernalia, there are six large knives here (equivalent to a dagger) and a long meat cleaver (equivalent to a short sword). There is also roughly fifty days’worth of food stored here – forty days’ worth of perishable and ten days’ worth of iron rations.

    A man and woman, apparently kitchen staff, huddle in the corner. At the sight of Objarni, they whimper, apparently not understanding Norse.


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Reviewing the map with Will, Óbjarni replies, "The moat beyond might be challenging if we're loaded with gear. Let's see what material we can find in here."

    ==================

    In the kitchen, Óbjarni casually collects the long meat cleaver and locks/bars the back door if possible. Then, he motions the couple of kitchen staff toward Sonja. He suspects she can speak to them and wield the cleaver in her off hand. As the last one out of the room, he grabs something portable to eat.

    Diplomacy to get the couple to go with him: 1d20 + 7 ⇒ (19) + 7 = 26

    When he gets to Sonja, he hands her the cleaver and says, "Think they work the kitchens and don't speak Norse. Might have useful information. We need to find some backpacks to carry food and gear."


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    Sonja takes the cleaver and gauges the blade's weight. She slips the dagger into its sheath and takes up the crude blade in her left hand, before casting a baleful glance at the Roman servants. "And why would they? Damned lapdogs."


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    "Like the cleaver, I prefer using everything available. Do with them as you wish."

    He finds the keys of the Decanus and tries to unlock and explore the last two rooms (12 & 13).


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    "Can't take too long," Will says scratching the arrow wound. "Archers know we're here. More will come." The others seemed to think time wasn't tight at the moment so if they were going to take forever, best use the time he had. He takes a sack from the kitchen and starts throwing food into it for the journey. "Will someone at least see if our hope isn't misplaced with the window?"


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Is anyone claiming the masterwork longsword? That is a nice prize.

    Hjalvar gladly accepts the aid of his friends and reciprocates by helping Kellen arrange his new chainmail shirt.

    Will Erland wrote:
    "Will someone at least see if our hope isn't misplaced with the window?"

    "Should we use this window to sneak out the back of this building? We can avoid the archers, but then what? Shall we climb up to the battlements?"

    Hjalvar points to the Area 21 and Area 6a on the map.


    Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

    "That was the plan," he says impatiently.


    Assuming someone peels the window...

    The window peels off the veil and becomes a simple wooden frame. It is clearly magical, as it can be stretched by pulling at the corners. It can go as small as a foot across, or as big as eight feet. The 'back' of the frame sparkles and glows softly.

    Spellcraft DC 12:
    This thing is obviously meant to be stuck to a surface. The transmutation aura at the rear makes that clear when viewed along with the rest of the design.


    HP: 5/14 | Stamina: 0/4
    Stats:
    (AC 17, T 13, FF 14) | CMD 16 | Fort +5, Ref +5, Will +0 | Init +5 | Percept +5

    If nobody else wants it, Sonja would use it but only temporarily.


    Human - CMB 2/CMD 14 Skald 1 | AC 18 , Touch 12, FF 16 | HP 9/9 | Fort +3, Ref +2, Will +2 | Init +2 | Perc +4
    Combat:
    Raging Song 12/12
  • Longsword +2, 1d8+2
  • Longbow +2, 1d8
  • Level 1 spells: 1/2
  • Óbjarni wrote:
    We need to find some backpacks to carry food and gear."

    My thoughts exactly. DM, have we found any semblance of a backpack? Or even some sacks to throw some things in?

    Hjalvar has no ranks in spellcraft, I hope someone else does so they can roll on that window spoiler.


    There are certainly sacks in the kitchen. Backpacks weren't really a thing back then.

    12. Armory

    Inside are six spare sets of gear for soldiers: chain shirt, heavy wooden shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs.

    Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs) bear the mark of Rome somewhere on them.

    There is also an assortment of weaponry that the soldiers have lootted recently. These weapons are jumbled together and obviously little cared for. That assortment includes: a shiv made from a women’s metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, and a glaive and two old Roman gladius (short swords).

    13. Storeroom

    Supplies for the fort are stored here. There are 200 torches, ten lanterns, two 10 gallon kegs of lantern oil, six spare soldier's uniforms, dozen signal horns, twenty 50’lengths of rope and two barrels labeled ‘emergency rations’.

    The emergency rations barrels contain maggoty old iron rations that has gotten wet, moldered and not been replaced.

    Hanging in a special rack is also to be found several brands with the X symbol and a specially made brazier for heating them. The prisoners immediately recognize these items as the brands that marked them.


    HP 9/9 | Song 3/9 | Stamina 1/1 | 1st 2/2 | AC 17 Touch 11 FF 16 CMD 14 | Fort +3 Ref +1 Will +2 | Initiative +1 | Perception +4

    Óbjarni takes a longbow, a quiver of 20 arrows, two coils of 50 feet length of rope, and five torches. He looks for flint and steel.

    "Gromplejak, there are other weapons in here that you may prefer. Can you take those kegs of oil and four coils of rope, too? The kegs make big fires for cooking Romans, and the ropes could be useful. Let's load up on as much food as we can carry without slowing us down."

    He also tears up the Roman banner to prepare five bottles of rotgut to explode. He sacks 10 pounds of food for himself.

    "Do we want to escape or kill everyone? If we want to kill everyone, why don't we attack that big tower in the back where the loot is? Most of the guards are defending the gatehouse, so the tower should be empty or not defended. Then, we can attack the gatehouse."

    Are there doors from the tops of the walls into the tower 21 and gatehouse 3b & 3c? How do the guards patrol the tops of the walls? thanks. How crazy is the idea to swim across the moat?

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