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Man in Mask

DM Alexander Kilcoyne's page

7,233 posts. Alias of Alexander Kilcoyne.


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Your Humble Narrator

With Kirilarien perilously following the vampire-spawn cloud into the darkness, the group raced back towards the hilltop. Lara attempted to call upon another spell of Haste, but it fizzled as she found her mental reserves too drained to transmute the group once more.

Lara you've already cast two level 3 spells today. Please track them more carefully, I simply won't always catch it.

DM Only:

1d100 ⇒ 54

Without the haste spell, the party trampled through thin soil and the remains of brittle bones. Every heavy step yielded a slight crunching sound as a result.

The journey took twice as long and the sounds of fierce battle rang out over the eerie quadrant known as the Dead Fields as they approached. Finally getting into sight of the encampment, the view before the adventurers was a grim one.

The graveyard of the Dwarven expeditions fallen had clearly been animated for some time; and apparently the former battle brothers of Fenris' clan were now being turned against their cousins, kinsmen and comrades. The graves were ravaged and had clearly been freshly disturbed, as the flesh of the fallen was used as a vile host- the zombies now assaulting the encampment having clawed their way through the dirt to rise and slay the living. The two forces had each formed a natural battle line that was gradually breaking off into smaller skirmishes as the fallen hit the dirt on both sides.

Perhaps appalled by such grave anathema, Fenris and his men had obviously descended from their fortified position atop the hill in outrage and zealous fury as they fought to once again bring the bodies of their fellows to rest. Disturbing the fallen, especially kinsmen- was among the gravest of possible crimes to the typical Dwarf. Buried with their chainmail and shields, the Undead had clearly proved quite formidable, although they bore no weapons other than an unnatural, unwavering strength and an utter lack of morale. While several had already been slain by the time the group had arrived, eleven still stood and fought against Fenris' party.

Fenris and his men had all suffered wounds, although Gorrak and Fenris' wounds were minor in their respective enchanted armour. They occupied the centre of their loose battle line, each seeking to protect the bodies of their dead or dying (it was hard to tell at this distance) and slay the armoured zombies as fast as possible. Three Dwarves seemed to have been downed in the battle thus far, lying in pools of blood and gore...


Round 1

Init Rolls:
Arachiel: 1d20 + 1 ⇒ (2) + 1 = 3
Durin: 1d20 + 2 ⇒ (18) + 2 = 20
Telurion: 1d20 + 2 ⇒ (1) + 2 = 3
Marcus: 1d20 + 10 ⇒ (6) + 10 = 16
Lara: 1d20 + 3 ⇒ (18) + 3 = 21
Barak: 1d20 + 5 ⇒ (1) + 5 = 6 (Favoured Terrain Desert +2)

Ordered Initiative-

Lara- 21
Durin- 20
Marcus- 16
Barak- 6
Arachiel- 3
Telurion- 3
Zombies- 2
Fenris' Company- 1

Active Effects-



Link (I21)

No difficult terrain.


The party is up. Thanks for bearing with me.

Your Humble Narrator

Ahem... sorry its taking so long. Getting Maptools sorted on new laptop taking far longer than anticipated! I've finally got it sorted... on it now.

Your Humble Narrator

No problem. Give me a chance to put my money where my mouth is.

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Your Humble Narrator

Posting from phone so forgive the double post. It's not just been a matter of laptop problems. There's been a lot of personal stuff going on as well as a very, very intense period at work. I should have checked in more, definitely. I would actually have already updated this weekend, were it not for a pre-booked weekend trip. New laptop is up and running with files on it: just need to get the maptools working.

It's been difficult to find the mental energy to start updating again, partly because I have so many games on I need to be sure I can maintain pace with all of them.

I'll be updating within 48 hours and should be moving to regularity again. That enough to keep you here Tel?

1 person marked this as a favorite.
Your Humble Narrator

Have every intention of picking this up again this week but if you've lost faith at this point I understand.

Your Humble Narrator

Same. New laptop is up, moving my Maptools and other vital info across and aiming to start making daily updates again this week.

Your Humble Narrator

Just returning from a new year holiday in Paris. New laptop due on the 8th... Once i've got it- full steam ahead.

Your Humble Narrator

Sorry all. Spilt tea in my laptop and I can no longer update from it. New one is ordered, with me in January (posting from work right now).

Your Humble Narrator

Sorry all. Spilt tea in my laptop and I can no longer update from it. New one is ordered, with me in January (posting from work right now).

Your Humble Narrator

Sorry all. Spilt tea in my laptop and I can no longer update from it. New one is ordered, with me in January (posting from work right now).

Your Humble Narrator

DM Only:

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Scanning the room for magic, Ansha does not detect any at all. Looking into the room for a few minutes, none of the group are able to discern any threats. Encouraged by this, they tentatively moved inside and began to tour the quiet room.

Each warrior, diplomat or mage honored here was noted for great achievements; representing battles, tactics, treaties, spells and accomplishments forgotten to the ages; dedicated historians might be able to find fascinating links here, but for the most part, the context that the Azlant text speaks of is utterly lost on the group, and Akirra is no exception to this.


Your eyes glance over a well-muscled, stocky and grizzly Mwangi warrior and a memory strikes your mind with the sudden ferocity of a lightning bolt. This man was your father- Kor, an man of few words and incredible strength. He taught and mentored you throughout your young, formative and teenage years, in addition to your regular life and lessons in this very building. His purpose in the Order, by the time you had grown up, was as a teacher, specializing in the training of scouts, hunters and rangers. He was an unforgiving, uncompromising father and teacher, implacable as a rock, although he still had a strong sense of community which he did his best to instill into you. You recall that his natural Druidic talents were developed from birth by the Order and he had a particular affinity for Apes- a trait that was both incredibly useful to the Order but also left many suspicious of potential affiliation with the accursed magical beasts, many themselves ape-like and worshiper's of the order's great enemy, the deity Angazhan.

You do not recall many further details, but reading the stories of his deed fills you with a sense of pride. He apparently fell to a horde of Girallons led by several High Girallons; killing over a hundred with a summoned army of gigantic ape's before succumbing. His last stand bought the time to rescue the entire tribe he had been recruited from and blunted the point of that particular offensive against the Order's territory, leading to a counter attack that destroyed some of the most powerful of Angazhan's followers in the Mwangi Expanse.


Your Humble Narrator

I think you also managed to look inside!

I promise i'm updating soon.

Your Humble Narrator

New IT staff member is here and being trained up! Going to be making a very large post before or on this weekend and it should be plain sailing (at a relaxed Christmas pace) from here on out :)

Your Humble Narrator

Arachiel's sweeping cuts with his heavy blade ended the Undead's mockery of life before it could do him any harm. The vampiric mist was floating away to the east- but to the south, the Dwarves were clearly in battle once more...

Your Humble Narrator

Lara sent two quick arrows over Barak's shoulder, which both hit the left-most Undead in the chest, tearing through skin and setting it aflame. Mid-snarl, the Undead went down in a burning heap of rotten flesh and emaciated skin.

All of Barak's bolts hit the vampire spawn, his hasted hands moving in a blur as he loosed four in quick succession. The contemptous sneer of the vampire was almost unforgettable as it was swiftly and brutally wounded, the Undead bursting into a cloud of mist as its physical body was ravaged by the wounds dealt to it. The mist immediately began to fly east.

Even as the bolts and arrows were fired though, one Undead had remained unharmed as it rushed Arachiel; it set upon him before he had time to raise his sword and shield in defence, but it mattered little as the unskilled, evil thing met the full defensive force of full plate armour.

Attack (Miss): 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

Arachiel, Durin and Telurion are up. I'll be surprised if the Undead lasts Arachiel's initiative- AC15, HP26 (for narrative purposes).

Even as the group dispatched the third Undead and the gaseous form of the vampire slunk away to the east, fresh cries could be heard from the camp left behind. The Dwarves were obviously in battle once more; but rather than just usual grim cries to their ancestors- their shouting seemed especially anguished...

Your Humble Narrator

Holy makeover!

Your Humble Narrator

About a quarter of them.

Your Humble Narrator

In contrast to touching the other point of light, nothing seems to happen when Ansha touches the point of light near Eleder. It occurs to her vast intellect that she is perhaps, directly pointing at the exact structure she stood in.

Moving to the final door that remained unaccounted for, the group checked the door for threats before flinging it open, weapons at the ready.

This room was made up entirely of a large, open chamber dotted with statues. Each was carefully sculpted and it was obvious from their poses, physique and detail that they were likely heroes of the once-inhabitants. There were over a dozen statues, each carefully spaced to allow viewers to walk around and view them comfortably Each was accompanied by a small metal stand, built to encompass a metal plaque with small, neat script in Azlant engraved upon it. Details were not forthcoming on most, peering from the door, but they seemed to be accolades, titles and the life stories of the heroes sculpted in stone.

Your Humble Narrator

Sorry guys, this game next on my to-do list promise!

Your Humble Narrator

Appreciate the input guys. I am inclined to not DMPC Silas, will think on solution today and chew it over.

Your Humble Narrator

Sounds good. My pacing will pick up from next Monday as I am adding another member of staff to my one man band department :).

Your Humble Narrator

Looks like we're 3 down unless Kavro also re-surfaces, 4 down if we include Castor as on hiatus.

:/. Rogue Trader's always a nightmare to keep going on these forums. My own lack of updates are also to blame I know.

Trien, Ludicus, Iago, Yosarni, Arannis- happy to continue?

Your Humble Narrator

When your init comes up.

Your Humble Narrator


See the other spoilers, but in addition-

You are aware that the natural negative energy that suffuses the form of these creatures is capable of slaying many in a single blow, the pure negative energy snuffing out life.

Bestows a negative level upon hit.

In addition, even the spawn of a true vampire retains some of the hypnotic powers of its kind; and is still perfectly capable of dominating the will of others with a mere glance.

Lara, any other actions?

Your Humble Narrator

Barak Track (Half Speed Penalty): 1d20 + 15 - 5 ⇒ (5) + 15 - 5 = 15

Still under the magical effects of Lara's Haste spell, the group swiftly moved towards where Barak had spotted the Undead, leaving the relieved hilltop behind where Old Gorrak had begun to apply bandages to the wounded.

The group's incredible but brief burst of speed was enough for Barak to swiftly identify the fresh tracks and the direction they led; north. A brief sprinting session had the adventurers catch up with their prey, although most of the Haste spell was now gone. Barak shouted in alarm as he spotted the foe, the trio stood ready and waiting.

A hissing figure of malevolence embodied stands here in the dark. His fine features are marred by angular cheekbones and a spiderweb tracery of dark veins across his face. Wicked-looking fangs protrude behind bright-red lips. With him are two crouching figures of leathery, desiccated flesh. Despite the light emanating from Arachiel's blade and the party's other sources of magical light, the figure cast no shadow. The two hunched creatures snarled in anger and ravenous hunger as the group approached, mostly acting on the momentum they had gained sprinting to chase...

Dark Lurkers

Round 1-

Ordered Initiative-

Dice Rolls:

Arachiel: 1d20 + 1 ⇒ (4) + 1 = 5
Durin: 1d20 + 2 ⇒ (2) + 2 = 4
Kirilarien: 1d20 + 8 ⇒ (8) + 8 = 16
Telurion: 1d20 + 2 ⇒ (2) + 2 = 4
Marcus: 1d20 + 10 ⇒ (14) + 10 = 24
Lara: 1d20 + 3 ⇒ (18) + 3 = 21
Barak: 1d20 + 5 ⇒ (9) + 5 = 14
Shadowless Humanoid & Companions: 1d20 + 1 ⇒ (5) + 1 = 6

Marcus- 24
Lara- 21
Kirilarien- 16
Barak- 14
Shadowless Humanoid & Companions- 6
Arachiel- 5
Durin- 4
Telurion- 4

Active Effects-

Haste, but it expires at the end of this round.

Enlarge Person on Durin, expires at the end of next round.

Bless, but it expires at the end of this round.

Shield on Telurion, expires at the end of next round.




Knowledge (Religion) DC14:

You recognize the two Undead flanking the central figure as Wights, not especially powerful Undead but still dangerous to the untested and unprepared. The creature with them is a vampire of some kind.

Reveals Undead traits, nothing else about them.

Knowledge (Religion) DC19:

The vampire is a spawn- not much more powerful than the wights it accompanies despite its malevolent presence.

It is resistant to all but silver weapons and is difficult to slay- tested lore states the only surefire method is sunlight, full immersion in running water or a stake through the heart. It is resistant to channeled energy as well as ice and storm magic and has hardened skin from the reanimation process.

The wights that accompany the vampire spawn have none of these defences, other than hardened natural armour.

Knowledge (Religion) D24+:

If anyone makes this roll, i'll provide further detail in my next post.


Those bolded may act.

Your Humble Narrator


Ludicus was next taken to inspect the levy bunkers and outposts that were set up a little beyond the walls of Damaris. He found them to be well maintained. Situated around the main settlements and countryside, the Levy has established numerous bunkers and outposts in anticipation of an attack. Each of these bunkers is equipped with firing ports and turrets for heavy weapons, and has enough food and supplies to sustain a platoon of troops for several weeks if need be. Each bunker and outpost is connected to the city and to one another by a network of underground tunnels constructed centuries ago. This system allows the Levy defenders to move troops from one location to the next without exposing themselves to the enemy. Ludicus speculated that these positions would provide relief to the walls, although they would need to be continually manned by a solid unit of infantry who would expect steady losses.

His speech was well received by the combat troops, who in truth had clearly never faced Xenos before.



The escort was polite but brief in his response, as he glanced nervously around at nearby passerby's and soldiers.

I'm afraid to say much of the Levy is untested, although their drills are quite vigorous, one is told...

Trien arrived back at the villa to find most of the others studying maps of Damaris and Jorun beginning to give Tyr a breakdown of available forces.


Kavro and McKie-

Kavro seemed a little uncomfortable and was content to let the forthright McKie do the talking. The expression on Dante's face, something of a grimace, seemed to confirm Iago's sense that the General did not truly have much wiggling room to negotiate. He eventually replied, a hint of defeat in his voice-

Very well. I would like your answer within three days time; for if I must, I will take matters regarding the planet's governorship into my own hands- and I will not wait for the invasion to conclude either way. Yes, the PDF would fight without me. But if it could be considered an orchestra, I am its best conductor and there are none other who could easily step in. You will find the effectiveness of the PDF severely limited, if I am not in control of it. This is not a threat; it is simply a fact. I am confident that your inquiries will back up my claims as to Kapak's suitability- and I can say without false modesty that if one was to look into my own claims of competence, one would not be disappointed. I will have a shuttle send you back to the surface. Thank you for attending us, McKie, Kavro.

As the night settled into Damaris, McKie and Kavro returned to find all of their companions had returned to the villa and were eagerly awaiting word on the General's meeting.


Unfortunately, you have gleaned little of value beyond surface reactions over the vox net. Some of the more established military and naval traffic is somewhat disdainful of House Tyr's arrogance but this chatter is usually harshly stopped by a superior officer. As for the people of Damaris, there is little more discernible than a sense of relief that more reinforcements have arrived. For the simple masses, even a single Rogue Trader vessel is viewed as a mighty flagship, the equal of a dozen system ships. Sadly, you doubt that any vessel docked except perhaps Locke's light cruiser commanded by a veteran Imperial Navy Officer like herself would actually be that valuable.

Your Humble Narrator

DM Only:

1d20 + 8 ⇒ (16) + 8 = 24

Casimir's illusion was pummeled by magical force as it nocked an arrow, Kip artfully improvising on his illusion to include cuts and bruises as the grimly silent illusion nocked an arrow and fired, the projectile appearing to fly just over the mage's shoulder. The mage seemed to recognize the illusionary nature of its attacker and expended no further magic upon it. A couple of minutes passed, with Kip occasionally peeping out from his hidden position and eventually abandoning the illusion that the mage utterly ignored in favor of intently watching the corridor. Either unwilling or unable to fly out above the pool of bubbling tar to give chase, the mage produced a dagger from its tattered robes and held it in a mangled grip.

By this time, Kip was confident the mage's defensive spell had expired. It had, however, pulled a spell component from its pouch and clutched it tightly in a closed fist, apparently ready to cast at a moment's notice.

Note casting a spell will pretty much immediately reveal Kip's location (I was fairly lenient letting him stealth last time without having Silent Spell metamagic).

This is Round 21. You can act in whatever order you wish, you've had two minutes to put a plan together. Kip is still the only one with any line of sight to the enemy right now.

Tar Pit

Round 2-

Ordered Initiative-

Guardians- X

Active Effects-

Resist Energy (Fire) on everyone (PLEASE MARK CHARGES OFF).


Consider yourself 30 feet from Kip's position.


Your Humble Narrator

A mere battle? Nay, sir, a war!

Your Humble Narrator

Barak loosed a bolt that sent the cadaver staggering back, before a second bolt was fired right at the zombie's head, the bolt tearing through dead flesh and bone and coming out the other side. Another bolt shattered one of Lara's attackers. Kirilarien seemed to be utterly ignored by the undead as she flew through the battlefield, applying enough healing to keep Ragnar standing.

Swinging with the Haste provided by Lara's powerful spell, Telurion snapped another cadaver's neck with repeated, consecutive blows to the head.

Stepping back to bring his hammer to bear, Durin swung his almost comically sized large hammer to shatter three more skeletons.

Over to the Undead...

The few remaining Undead simply sought to do as much damage as possible to the defenders; their claws and teeth wounding several of the Dwarves, including the unfortunate Ragnar.

Block of Undead Attacks:

1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (11) + 2 = 13

1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (1) + 2 = 3

1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (4) + 2 = 6

1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (12) + 2 = 14

1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (6) + 2 = 8

1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19

1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (11) + 2 = 13

1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (14) + 2 = 16

1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (9) + 2 = 11

Romni takes 6 damage. Glomi takes 5 damage. Thulbine takes 6 damage. Ragnar takes 5 damage.

With Marcus' lights beginning to reveal their presence, the three figures Barak spotted slunk back out of sight of even the sharp-eyed messenger.

There's no way this number of Undead are surviving a round of Dwarf retaliation and your actions too so i'm wrapping this up.

The few remaining Undead did not last much longer, between hammers, mace, sword and bolt. Within moments, the final cadaver was dispatched. Perhaps the fighting was finally over for the night, the Undead exhausted?

Are you going to try and chase the three figures Barak saw and lost sight of, or continue to attempt to get some rest?

Your Humble Narrator

Will assume the rest of the group are 30 feet behind to give Kip some room to act.

Clinging to the wall of the corridor and dashing from stalagmite to stalagmite, Kip whispered the words of a spell as stealthily as he could, also alerting the Guardians to the fact that the zombie was stood upon the far ledge, simply watching the corridor.

Only Kip is close enough to see whats going on, but taking us into initiative as he warned you he was about to use the illusion.

An image of Casimir strode from the corridor, bow half-nocked. Seeing the archer approach, the zombie, rather than strike out, plucked a glowworm from a rotting pouch on its belt and rasped the words to a spell of its own. Fierce green flames seemed to surround the mage as he finished the spell, not yet reacting to the archer but watching him as he approached. The mage did not appear to have any other obvious spells active, including the mirror image he had fifteen minutes ago.

Kip Only, Spellcraft DC19:

The spell cast was Fire Shield; but the Chill Shield version.

Tar Pit

Round 1-

Ordered Initiative-

DM Only:

Casimir- 1d20 + 5 ⇒ (10) + 5 = 15
Malthir- 1d20 + 0 ⇒ (19) + 0 = 19
Fenna- 1d20 + 0 ⇒ (3) + 0 = 3
Ricter- 1d20 + 2 ⇒ (15) + 2 = 17
Kalev- 1d20 + 3 ⇒ (5) + 3 = 8
Kip- 1d20 + 6 ⇒ (17) + 6 = 23
Mage- 1d20 + 4 ⇒ (7) + 4 = 11

Kip- 23
Malthir- 19
Ricter- 17
Casimir- 11
Mage- 11
Kalev- 8
Fenna- 3

Active Effects-

Resist Energy (Fire) on everyone (PLEASE MARK CHARGES OFF).


Link (Rough!)


[ooc]Consider yourself 30 feet from Kip's position.


Those bolded can act.

Your Humble Narrator

As Akirra watches the map, all but one light winks out entirely; the one remaining within the area Qhude marked out as Sargava.

The other levels were set to the tub itself, rather than near the chair (although a couple were within easy reach once sat down). Two of them caused small ripples within the water, but seemed to do nothing else. Either their function had yet to be determined, was no longer relevant, or they were broken in some manner.

The other two levers proved far more interesting. After some experimentation, Akirra found that they switched the image on the water entirely to a completely different landscape. One lever switched to and from a region as large as the original region itself, although it was much more land-locked. This too, had perhaps several dozen points of light scattered across the map.

The other lever showed a much smaller map in far greater detail. With almost no geographical memory to call upon, Akirra struggled to relate its size, but he estimated that it was likely ten to twenty times smaller than the original map he had seen. This smaller map had less than a dozen points of light upon it.

Your Humble Narrator

I have a Rogue Trader game which may have lost the Rogue Trader himself. Not sure yet and i'm giving him some time after my hiatus, but anyone fancy declaring interest for replacing him?

Whoever is up for it will need to work within the confines of the story. Its early enough that some small details can be changed, but the character's name, details of his House and rise to his position etc. are fairly set at this point.

Your Humble Narrator

Kirilarien, Barak, Telurion and Durin to act. Will bot all Monday night if I don't see actions.

Your Humble Narrator

No labels.

Akirra pulled the lever on the wall. The white box in the corner that he expected provided power in some manner began to hum softly, but nothing else seemed to happen; for a moment.

Then something a little strange seemed to happen on the map. The white points of light began to wink out, no longer visible on the map.

Your Humble Narrator
Master At Arms Ludicus Marleno wrote:

Hmmm...if the governor is willing, we could strip these outlying habitats of as much value as possible, and then mine them, creating a dangerous gauntlet for the Orcs to run.

Ludicus then turns his attention to the soldiers before him, casting a critical eye over the equipment and apparent readiness of the men.
Is it a mixed unit or one gender only?

"Soldier, let me see your kit."
Holding out a hand, he waits for the soldier to hand over his gun for inspection.
Awareness (34 + 10): 1d100

He then makes 4 more such spot checks on random troops along the wall, trying to get a feel for how well the troops are taking care of their kit and the general state of readiness.
Any soldier who passes his critical stare gets a brief nod of acknowledgment, each soldier who fails wets a long cold stare in disapproval.


For a moment it seemed that the first soldier was about to question the stranger's authority, but the man's hard tone, his bionics, fine clothing and the escort with him were obviously enough to convince him to comply.

All of his inspections passed with flying colors. The men of the PDF were well equipped and their kit was in good order.

His escort, a young bodyguard assigned to Ludicus, replied in response to the query-

"Much of the city's source of wealth is, unfortunately, outside of Damaris' walls, my lord. The various mines and refinery stations scattered around the city serve to maintain Damaris’ industrial economy. The majority of the mineral wealth pulled from the ground is sent back to the Imperium, but some of it is distributed throughout the Koronus Expanse with the aid of various Charter Captains and Rogue Traders. In addition, the industrial infrastructure includes munitions- bullets, power packs... most of this is inside the city's walls, but the war effort; and economic recovery of the planet, once the war is won- would be stronger if these places could be defended."

Looking over the locations with a keen tactical mind, Ludicus is sure he could implement the plans he was musing on to better defend the area- from what he knew of the Ork, blowing up the infrastructure would not set the menace back long enough to be worth the sacrifice.

The contract you signed has a scaling reward system; these abstract locations (Outer Planetary Infrastructure and Outer Industrial Infrastructure), like every other vital location, will see you rewarded if they are kept safe from the Ork.


Aboard the Bulwark-

Iago Elias McKie wrote:

We came. Commander McKie responds and takes his seat. I understand your reservations, General. I could tell you that the Lord-Captain, while young, is an expert in warfare and has seen his fair share of battle. I could tell you that his Officers are among the finest you'll ever see. I could tell you that House Tyr has invested so much into your planet that, if it falls, so does the House. But we both know none of that matters, nor will it sway you.

McKie leans forward with his hand interlaced on the table in front of him, What matters is the survival of this planet, and how we accomplish that. Some have the impression that you're interested in power and blinded by pride. That's not what I see. I see a man desperate to save his planet, and who recognizes what's coming.

McKie pauses for a moment, then continues, I don't say this to flatter you. I've seen enough soldiers in your position. And you don't get to where I am without being able to take the measure of a man. The Commander looks around briefly at the surrounding station. From them and those that serve under them.

The bottom line is that this planet is doomed. Lady Orleans will not follow you, but she will follow my Lord-Captain. Blitz will not follow you, but we need his ship. This planet only survives if we coordinate all the resources we have available. You need a man who will listen to the experts around him and who will get the best out of those under his command. If you believe nothing else I say about Lord-Captain Silas Tyr, believe this...He is that man.

McKie's words seemed to hit the General with the force of a shock baton; perhaps the man had not been expecting such frankness and bluntness. His teeth clenched, his hand tightened into a fist and back; for a moment, it looked like the meeting might turn sour.

"Am I correct in my assumption that Locke has also fallen in line behind you? None of you can hope to prevail without the bulwark and our PDF. But I understand my position, McKie. Fall in line or the planet falls; although it would be remiss not to note that I hold the ace- my influence over the levy and the Bulwark will be a greater asset than Locke's ship- or Blitz's, or all of you together. I do appreciate your candor. I will return it in kind. I am willing to co-operate and offer my full support, expertise and advice to Silas Tyr. But I want something in return."

Dante glanced at Reynolds; and from the look on the other man's face, what the General said next was no surprise to him.

"Governor Kapak is an incompetent fool of a leader- more interested in chasing the prettiest wife at the ball or purchasing and abusing the most exotic drugs he can procure, than doing what is right for the planet. In truth, he was never meant for leadership or in line for it- only a tragic voidship accident put him quite suddenly at the helm."

The General sighed heavily.

"He's recently seemed to sober up and face the starkness of our reality; perhaps you have even found him quite impressive in the short time you have been here. This is, however, the first i've seen of it; and I fear it is temporary. We've had over five years of his Governorship; and it has been a period of increased delegation to his officials and ministers, who grow more corrupt and more daring every year under his laissez-faire hand. He is utterly ineffectual in wartime but sadly, he is a poor administrator in peace time too. Lady Orleans is quietly building a monopoly on trade here, getting the best of him in every negotiation. Economic growth has been slow and his policies continue to slowly turn the people of this planet against the nobility that govern them."

Dante laid his arms flat on the table, his palms facing up.

"He needs to be removed from his position of power- through legitimate means if possible, or non-legitimate means if I must. No doubt many would accuse me of opportunism, but I have no desire to shake the ship of state to that extent during a war. The impending invasion, has, though, opened my eyes; and I would have the support of both the military and most of the nobility. I have devoted my life in service to this planet- and I would truly be its servant, its peoples servant, were I to be its governor. I am no drunken fop; I would make this planet strong and grow its ambitions, its prosperity, its prestige."

"If House Tyr will pledge me its support in my bid for governorship once... if... the war is won- I will promise my full co-operation today and until the war is won. What say you?"


The Villa-

With Yosarni monitoring vox-traffic, Silas was left with Arannis and Irena to pore over the maps and make some initial assessments. Musing for a time, the Lord-Captain finally spoke.

"The walls of Damaris will, of course, have to be well defended, from the Ork's that break through our space defenses. Until any of the walls actually fall, the way I see it is that we have 8 key locations we must focus on and distribute the defense forces on."

"These are as follows-"

"Damaris City Walls (Plains West)"
"Damaris City Walls (Forge North)"
"Damaris City Walls (Main South)"
"Damaris City Walls (Sphinx East)"

"Outer Industrial Infrastructure"
"Outer Planetary Infrastructure"
"Shard’s Forge and Manufactoria"
"Levy Bunkers and Outposts"

"I can only assume Shard's forge has its own defenders; we must ascertain this though. According to the map, it is an island, which should make it a little easier to defend, although the Ork are certainly capable of building boats!"

"From what data Jorun has provided us, the outer industrial and planetary infrastructure surrounding the city have little to no defense in of themselves. We will have to assign companies to protect them or we'll lose them almost immediately. Whether thats an acceptable loss, i'm not yet sure; but its certainly an expensive one".

"The bunkers and levy outposts that are scattered around the city should not be easily given up. They are well designed for soldiers to defend and they provide relief by thinning the numbers assaulting the walls."

Musing for a little while and briefly asking Jorun some questions, Silas continued.

"I suppose we need to see if McKie and Kavro make any progress with that stubborn General Dante before we can sum up the entirety of our forces. I'll also need Locke, Orleans and Blitz to detail the forces they are committing. In addition to the battle on the planet, we also have the fighting in space to consider... Our priority for the morrow is to fully assess the forces we have at our disposal. Anything to add, hmm?"

Your Humble Narrator

Lots of discussion but without a clear path of action or declaration as such, i'm just munching on the popcorn here.

Your Humble Narrator
Joana wrote:
Kheled Hadri wrote:
I was thinking, are any of you interested in possibly pooling some of our newly aquired funds to purchase a magical healing wand? It would be a good addition to my healing skills and should keep us in the hunt longer.

Seems like the need for a wand of clw ought to be lesser using the injury/strain rules. Far less topping off between fights, but maybe more in-combat healing to avoid "killing blow" damage?

I guess we could spring for one; it ought to last longer than they usually do since most damage magically goes away when the fight is over.

Not especially interested in a party fund; would rather we have extra gear for ourselves and strain/injury mostly removes the need for out of combat healing.

Your Humble Narrator

Tis a cursed role. Don't worry I can recruit or DMPC him if necessary. I was absent for quite some time we we'll give Radavel more too.

Your Humble Narrator

Not quite got the time left to update tonight. Getting a little worried we haven't heard from Silas. I know Arannis is around, just struggling to make time for PbP with his studies right now.

Your Humble Narrator

Ansha's stirring had very little effect on the water. It acted just as water should, with the water splashing and rippling, but the image portrayed upon on it always swiftly reforming itself upon the surface.

Even Qhude struggled to identify the locations of the three points of light within Sargava. One was somewhere near what was now the west coast and another somewhere in the mountains in north-east Sargava. The third lay somewhere to the east, possibly beyond the borders of modern day Sargava. It was difficult to tell as the landscape and geography had obviously changed drastically since then.

Your Humble Narrator

You need various Rogue Talents to 5 foot step while prone, or get to your feet without provoking an AOO.

Scrabbling to her feet, Lara was slashed by two more seeking claws, one almost disemboweling her as she sucked in her stomach to evade the worst of the claw swipe with her magically enhanced speed. Finding that the cadaver that had raked her had been slain by Thane Fenris, she fired her flaming arrow at one of her three remaining attackers, sending shards of charred bone scattering back down the hill from whence they had came.

Nearby, the fine swordplay of the Paladin Arachiel continued to fell skeletons as two more fell to his heavy blade.

AOO VS Lara AC15: 1d20 + 2 ⇒ (8) + 2 = 10

AOO VS Lara AC15 (Hit): 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

AOO VS Lara AC15 (Hit, Crit Threat): 1d20 + 2 ⇒ (20) + 2 = 22
AOO VS Lara AC15 (Hit, Crit Unconfirmed due to Haste): 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

With no direct line to a cadaver without cover, I felt Lara would rather shoot her attackers in her wounded state.

Its been 24 hours. Going to assume Marcus still delaying.

Waves of Doom Redux

Round 4-

Ordered Initiative-
Kirilarien- 21
Barak- 19
Telurion- 19
Durin- 18
Undead- 17
Dwarven Force- 12
Lara- 10
Arachiel- 9
Marcus- 8

Active Effects-
Enlarge Person on Durin (5 rounds left)
Bless on the defenders (4 rounds left)
Shield on Telurion (5 rounds left)
Haste on party + Fenris (4 rounds left at init 10)


Link (I21)



Those bolded please declare actions.

Your Humble Narrator

Shes already down more than 5 HP. The cadavers have red squares yes. Lara to act.

Your Humble Narrator
Durin Stonehammer wrote:
So the cadavers have 26 HP. :)


Your Humble Narrator

Lol! Dat typo :(

Your Humble Narrator

Two bolts from Barak's crossbow were enough to fell the cadaver and a third destroyed another skeleton, effectively clearing the east side. With heavy swings of his mace, Telurion shattered two skeletons with hefty swings to his left and right, his pace slower than the more martially focused but no less powerful.

Durin stepped back and swung over the heads of the much smaller Dwarves on the front ranks. The first cadaver he struck burst into pieces like the rotten corpse it was. The second required two heavy swings but met much the same fate.

Despite all of their casualties, the Undead pressed on, concerns such as morale or survival utterly irrelevant to the soulless animated corpses.

Their tactics however, seemed to be rather involved. Whereas in areas where the horde had been thinned the skeletons simply lashed out with their claws- in areas where their numbers were telling the skeletons seemed willing to sacrifice themselves for a chance to gain a solid foothold on the hill. For a moment, Thulbine seemed sure to be forced back by a charging skeleton but then Telurion's face lashed out and struck the head from its shoulder, its bones impacting on the Dwarf's armour with the evil force animating them no longer granting unlife to the remains. Ragnar, however, was kicked back from his position with a bony foot, straight into the campfire, causing the Dwarf warrior to curse in his own native tongue as his cloak caught alight and began to singe him. His attacker darted into the camp, only to be met by Durin's hammer. Incredibly, Durin caught the haft of his weapon on some of the stacked supplies and barrels in the centre of the camp and the moment passed. The incredibly fortunate skeleton continued to try and flank the western line, getting caught by Bruitt's hammer on the backswing but not truly suffering from the glancing blow.

Ragnar held firm even as the skeletons spilled into the camp- until one of the cadavers took advantage of a momentary distraction and grabbed onto his leg, upending the stout Dwarf in an impressive display of momentum. Two skeletons quickly moved in to take advantage of the suddenly prone warrior, now desperately fighting while trying to avoid burns from the campfire. The Dwarf's shield, martial skill and armour were almost enough to prevent him from further harm but he was in a perilous position. The warrior cried out in fury and pain as a skeletons claw raked his thigh open, mixing blood with fiery burns. Things went from bad to worse for the brave Ragnar as one of the cadavers took the opportunity to savage him with both claw and maw, reaching down to feed on the struggling man!

Nearby, a similar tactic was being applied to assault Bereg. The Dwarf stood firm for a time but eventually the warrior's muscular legs gave as he was forced to give ground to the pressing skeletons. The north line had somewhat collapsed, leaving the archer Lara very exposed.

In addition to the Dwarves formation being bent, many skeletons took advantage of this to flank and savage their foes, while the skeletons facing off against the west wall of Dwarf and Aasimar simply struck to kill and wound their foes. For the most part, they were unsuccessful, although Bruitt staggered back from two nasty gashes and both Kargesh and Romni were also struck.

To the north and north-east, Lara's luck seemed to have turned against her. She was flung to the ground while attempting to block a savage claw with her bow by one of the zombies- and thenearby skeletons lost no time in savaging her. Her speed bolstered by the Haste spell, she nevertheless took some minor scratches while struggling to regain her feet.

Wall of Rolls:

Skeleton Bull Rush: 1d20 + 2 ⇒ (20) + 2 = 22
Thulbine AOO (Miss): 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Telurion AOO (Hit, Destroys): 1d20 + 9 ⇒ (19) + 9 = 28

Skeleton Bull Rush (Success): 1d20 + 2 ⇒ (20) + 2 = 22
Durin AOO (Miss!): 1d20 + 12 ⇒ (1) + 12 = 13

Bruitt AOO (Miss!): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Bull Rush (Fail): 1d20 + 2 ⇒ (6) + 2 = 8

Trip (Success): 1d20 + 2 ⇒ (15) + 2 = 17

Attack VS Prone Ragnar (Flank): 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Attack VS Prone Ragnar (Flank, Hit): 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Cadaver Attack VS Prone Ragnar (Hit): 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Cadaver Attack VS Prone Ragnar: 1d20 + 2 ⇒ (7) + 2 = 9

Cadaver Attack VS Prone Ragnar (Hit): 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Bull Rush VS Bereg: 1d20 + 2 ⇒ (4) + 2 = 6

Bull Rush VS Bereg (Success): 1d20 + 2 ⇒ (15) + 2 = 17

Attacks on Romni: 1d20 + 2 ⇒ (11) + 2 = 13
Attacks on Romni: 1d20 + 2 ⇒ (3) + 2 = 5

Attacks on Romni: 1d20 + 2 ⇒ (8) + 2 = 10
Attacks on Romni: 1d20 + 2 ⇒ (14) + 2 = 16

Attacks on Romni (Hit): 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attacks on Romni: 1d20 + 2 ⇒ (13) + 2 = 15
Attacks on Romni: 1d20 + 2 ⇒ (9) + 2 = 11

Attacks on Kargesh: 1d20 + 2 ⇒ (13) + 2 = 15
Attacks on Kargesh (Hit): 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Attacks on Old Gorrak (Hit): 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attacks on Old Gorrak: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Attacks on Old Gorrak: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Attacks on Old Gorrak: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Attacks on Bruitt: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Attacks on Bruitt: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Attacks on Bruitt (Confirmed): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Total Damage: 3d4 + 6 ⇒ (2, 1, 2) + 6 = 11

Attacks on Telurion: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Attacks on Telurion: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Attacks on Telurion: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Attacks on Thulbine: 1d20 + 2 ⇒ (11) + 2 = 13
Attacks on Thulbine: 1d20 + 2 ⇒ (9) + 2 = 11
Attacks on Thulbine: 1d20 + 2 ⇒ (7) + 2 = 9

Attacks on Thenris: 1d20 + 2 ⇒ (5) + 2 = 7
Attacks on Thenris: 1d20 + 2 ⇒ (12) + 2 = 14
Attacks on Thenris: 1d20 + 2 ⇒ (17) + 2 = 19

Trip on Lara: 1d20 + 2 ⇒ (20) + 2 = 22

Attacks on Prone Lara: 1d20 + 2 ⇒ (2) + 2 = 4
Attacks on Prone Lara: 1d20 + 2 ⇒ (15) + 2 = 17
Attacks on Prone Lara: 1d20 + 2 ⇒ (6) + 2 = 8
Attacks on Prone Lara: 1d20 + 2 ⇒ (8) + 2 = 10
Attacks on Prone Lara: 1d20 + 2 ⇒ (7) + 2 = 9
Attacks on Prone Lara: 1d20 + 2 ⇒ (20) + 2 = 22
Attacks on Prone Lara (Crit)?: 1d20 + 2 ⇒ (8) + 2 = 10
Attacks on Prone Lara: 1d20 + 2 ⇒ (4) + 2 = 6
Attacks on Prone Lara: 1d20 + 2 ⇒ (5) + 2 = 7
Total Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4

Ragnar takes 14 damage. Romni takes 5 damage. Old Gorrak takes 4 damage. Bruitt takes 11 damage. Lara takes 4 damage.

Lara you took 4 damage from an AOO earlier too. Please keep your HP up to date I can't possible track PC's stuff too.

The Dwarves were struggling now, perhaps their fatigue really starting to kick in. Even as they were scratched or pushed back, their hammers swung with a combination of weary resoluteness and zeal as Old Gorrak and Thane Fenris urged them on, leading by example with axe and urgosh. Gorrak slew a skeleton on the west side, but no one else managed to take one down there. Badly surrounded, Ragnar tried to hold off his foes with hammer and shield, seeking only to regain his footing until relief was found. He just barely managed to stand to his feet, blocking many incoming claws but still managing to have his back brutally torn open by another claw and barely avoiding having his neck fully sliced open, instead sporting a nasty wound to his collarbone. Clearly he would not last much longer. Beren bashed apart a skeleton between Ragnar and Lara and boldly stepped in its place, hoping to stem the small horde of attackers seeking to finish them off, regaining the ground he has lost.

Thane Fenris saw Lara and Ragnar's peril and stepped towards them, planting his feet firmly. There was a fierce determination in the nobleman; his blood was roused and he swung his Urgosh with renewed vigor, seeking to slay the cadavers and skeletons around him. He hacked one cadaver into pieces with the axe head of his urgosh and whirling the lunging spike on the other side of his double weapon he slew a second with a mixture of axe and spear.

Wall of Rolls Redux:

Attack: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage if hit: 1d8 + 1 ⇒ (8) + 1 = 9

Attack: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage if hit: 1d8 + 1 ⇒ (1) + 1 = 2

Attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage if hit: 1d8 + 1 ⇒ (3) + 1 = 4

Attack: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Damage if hit: 1d10 + 5 - 5 ⇒ (10) + 5 - 5 = 10

Attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage if hit: 1d10 + 5 - 5 ⇒ (5) + 5 - 5 = 5

Attack: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage if hit: 1d8 + 1 ⇒ (6) + 1 = 7

Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage if hit: 1d8 + 1 ⇒ (6) + 1 = 7

AOO on Ragnar (Threat): 1d20 + 2 ⇒ (20) + 2 = 22
AOO on Ragnar (Unconfirmed): 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

AOO on Ragnar (Hit...): 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

AOO on Ragnar: 1d20 + 2 ⇒ (7) + 2 = 9

AOO on Ragnar: 1d20 + 2 ⇒ (3) + 2 = 5

AOO on Ragnar: 1d20 + 2 ⇒ (7) + 2 = 9

Attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage if hit: 1d8 + 1 ⇒ (2) + 1 = 3

Fenris Attack: 1d20 + 12 + 1 + 2 ⇒ (13) + 12 + 1 + 2 = 28
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Fenris Attack: 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 18
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Fenris Attack: 1d20 + 7 + 1 + 2 ⇒ (9) + 7 + 1 + 2 = 19
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Fenris Attack: 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 31
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Ragnar takes an additional 8 damage.

Only Barak's keen eyes were enough to keep track of the trio moving past the chaos and struggle of the skirmish, still moving stealthily. They were continuing to circle around, now nearing the graveyard the Dwarves had set up to honour their own fallen, to the north-west.

Map Update

Lara, Arachiel and possibly Marcus are up.

Edit: Corrected Bruitt's HP on my map version, not prepared to re-upload for it.

Your Humble Narrator
Joana wrote:

Hundreds of invisible magic ziggurats going unnoticed in a populated continent, I'm not buying.

Me too. But you have all the pieces to put that puzzle together. Logic would dictate that Earthfall destroyed many, if not all of them.

Your Humble Narrator

Looking at the map for some time, Qhude eventually began to recognize some patterns in one corner of the map; mostly massive mountain ranges that were in similar patterns to Sargava and the Mwangi Expanse. The geography was radically different in some ways, and yet bore similarities and distinct points at which he could roughly determine Sargava on the large map. He speculated that it may have represented the Inner Sea Region; but there seemed to be far more land- and a lot less water.

The bright points of light on the map- he estimated one of them to be within what was now the "Laughing Jungle" in which the group were delving. There were only four others in what he determined to be Sargava; four out of a total of perhaps a hundred points of light that seemed to act as markers.

Your Humble Narrator

The waiter obviously did not expect to be addressed, less so by what he could only assume was a nobleman or high ranking imperial official in an ornate mask. Nevertheless, the professional servant regained his composure swiftly.

"If one refers to the macrocannons of the Bulwark, our orbital space station, a shuttle could be organised forthwith. Perhaps sir means the city's defenses upon the walls? I shall have a car prepared immediately.

Trien was driven from the governor's palace and past the second largest building in the city- the Shrine to Saint Drusus, situated very close to the palace in the centre of the city and namesake of the planet.

Separated from the gubernatorial palace by a broad stretch of parkland, the Shrine stands as a counterpoint to the opulence and luxury of the palace. As befits the shrine of a martial saint and a leader of men, it seems more fortress than cathedral. With its thick stone walls and armoured bastions covered in bas-reliefs telling the story of the life and death of the eponymous saint, it has a foreboding, militant air about it.

Trien was also driven past the Levy training field, where he witnessed what seemed to be a large militia. The military facility and the outlying fields seemed to be the place where much of Damaris' Planetary Defence Force (PDF) were trained and housed.

Eventually arriving at the west wall, an initial tour led Trien to much the same conclusions at first glance that Ludicus had made see above, although the navigator did not know the weapons employed upon the walls nearly as well. He stared out from atop the wall onto the lush plains that no doubt had fed the city for centuries of peace and prosperity, imaging the Orks utterly trampling the fields in their wake, likely devastating the farmland for centuries more. With agriculture on his mind, it did not take Trien long to start to feel the familiar hunger that had been the price for his abilities that his affinity with the Warp had granted him.

Your Humble Narrator

DM Only:

1d100 ⇒ 82


The Bulwark

Commander McKie and Varius Kavro continued to fly towards the former moon in the shuttle. Suitable docking codes were provided by Commander Reynolds, who seemed to have become a little less cold. While they waited for code verification and began the process of landing on the gigantic orbital platform, he gave a full history and background of the location.

Nestled in the bosom of a hollowed-out moon in orbit above Damaris, the Bulwark is the centre of Damaris’ Orbital Defence Forces. Mined for centuries by the Damaran colonists, the ore deposits were eventually depleted and the planetary government was left with a seemingly useless hollow shell in an unstable orbit around their world. Unsure what to do with it, Damaris initially used it to store mining ships and the remains of the ancient colony ship used to settle the planet. As the years passed and Damaris’ ship-building industry expanded, the moon slowly became a fully operational space station. The moon was moved to a higher orbit with massive plasma drives. The interior spaces were expanded and sectioned into hangars, dry-docks, slips, housing, and hundreds of kilometres of corridors. Defensive emplacements were erected on the surface, and they slowly accumulated a motley but potent mix of augur arrays, auspex systems, and the sort of macrocannon and lance batteries typically found on the larger classes of Imperial warships. Today, the Bulwark houses the small defence flotilla within its massive docks. Along with the ships and crews there are tens of thousands of soldiers, pilots, customs officials, government and military functionaries housed among its blasted rock and twisting corridors. A hub of trade as well as a military port, there is a bustling commercial centre adjoining the civilian docks where Rogue Traders mix with voidmen, scoundrels, and Chartist Captains in an environment rich with rumour, commerce, and potential violence. While small, the commercial centre offers all the amenities that a voidman ashore expects; money lenders, drinking establishments, brothels, fighting pits, and all manner of unseemly entertainment.

Commander Reynolds and the pair were met with all of the respect warranted by both the Bulwark's Commander and esteemed guests from a Rogue Trader dynasty. A full company of well-trained naval soldiers met the shuttle and marched as an honour guard while Reynolds continued to point out small details of the bulwark. Reynolds had apparently landed close to the meeting point with General Dante, because after only a short ten minute walk the pair were led into a small conference room. The General was sat alone and as the trio entered, the stationed guards moved aside the chamber; leaving only General Dante, several armed servo skulls, the table itself, a jug of water with four glasses and four chairs in the otherwise sparse chamber.

You came Dante said in a flat tone. I am still not entirely sure what to make of you and your dynasty. Your lord comes from a respected house, but is young- and speaks of sacrifice from a life of vaunted decadence. I am comfortable admitting that I still feel I am best suited to lead our defense, despite House Tyr's charm offensive. I am not misled or blinded by pride, McKie, Kavro. All that I do is for love of my planet and people. Silas Tyr makes me nervous. His talk of sacrifice- this is not some skirmish in a holy crusade, to throw good men away in order to win glory. This is our last stand, if the reports of the Orks numbers are half of that estimated.

Reynolds poured water for everybody and sat down opposite Dante, leaving McKie and Kavro to sit opposite one another on the oval table. This had the effect of creating an almost conspiratorial table of four, rather than a classic negotiating position of two sides facing one another.

No rolls needed yet, i'm not yet starting any social interaction challenge; we'll just RP it for the moment.


The Villa

While the pair were flying to the Bulwark and meeting General Dante in a less formal setting, the other senior officers of the House of Tyr were not idle. Having been driven back to the villa in a luxury car by Jorun, the group got settled in at their governor granted home. The competent aide had ensured that the villa could serve as something of a command centre. Date-sheets were available in abundance, along with extensive maps and archives to get the group up to speed with the planet.

Ludicus, along with any that wished to join him, were given a personal aide and driver and had left to tour the city and examine the outer defenses in person. Navis was set up at an already busy desk nearby, delicate electronic equipment set up in order to monitor vox chatter.

Navis Yosarni:

Unfortunately, your assistants have failed to get much of interest on the vox nets. It has apparently taken them quite some time to get the equipment set up. They report that the atmosphere of the city seems tense, but there is an undertone of resolute optimism, especially in light of the additional, powerful Rogue Trader vessels that had recently arrived in the past couple of weeks.

Please make a Scrutiny test- but some more specific details of what you want to focus on vox-traffic wise would be good; you can only monitor so much at once personally.

This left the remainder of the senior officers to pore over the map of the city that they had begun their night looking at. Obviously, the outer walls, split for simplicity into north, south, east west, were Damaris' greatest strength. In theory though- the group agreed that as long as the governor's palace and the near-impregnable bunker underneath it held, the war could still go on. They also agreed that any "inner" locations behind the walls were likely not vulnerable to a main assault until at least one of the walls was breached.

Map Link

Jorun was also in attendance, ready to lend his considerable local knowledge.

You will have to make decisions as generals with the information you have at your disposal in an organic manner; like real commanders. I'm not revealing the mechanics of the invasion but your deployments will have a very large effect on how everything plays out!

You can make any dice rolls you feel are relevant, with accompanying narrative.

On the Roads of Damaris

Ludicus and anyone accompanying him drove through the streets of Damaris. This early on with the news of an impending invasion, life had not yet changed much. Locals went about their business and the city was as much alive at night as it had been in the afternoon when House Tyr had arrived.

Eventually driving out of the southern gate, Ludicus et al. stepped out of the luxury car and looked up at the walls from the outside, before quickly rising to the top of them to closely examine the defences.

The walls themselves are roughly 30 metres thick and 30 metres high with bunkers and storerooms inside of them—tapering towards the top until they are about 10 metres thick. The walls are lined with battlements and walkways for troops and munitions. The defensive emplacements themselves are spaced out at uneven intervals ranging from a few hundred metres to over a few kilometres. Each emplacement houses a half dozen heavy bolter and autocannon emplacements, two twinlinked lascannon sentry turrets, and a trio of artillery pieces (either long-range Earthshaker cannons, the shorter-range Medusa siege mortars or Bombard artillery pieces).

Casting a critical eye over the guns, Ludicus could tell that they were not well maintained and inquiring of a nearby member of Damaris' levy led to the soldier stating that the walls had never of Damaris had never truly been tested "since installation- some three centuries ago they tell me, Sir".

While inspecting the outskirts of the city, Ludicus also noted various satellite settlements and villages outside of the city walls. These had obviously not yet been evacuated but would hold little of value to the Ork threat. However, some industrial and planetary infrastructure had overgrown the city's walls and existed outside of the walls. While they would be difficult locations to hold, their destruction and looting would set Damaris back many years in terms of recovery.

You can make any dice rolls you feel are relevant, with accompanying narrative.

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Your Humble Narrator

The Guardians continued to discuss and plan their next move.

Just getting my daily update in.

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