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Keir Ironsong's page
72 posts. Alias of hopeless.
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Graynore wrote: Baern, Magda, and Shanairra all get swept away down the river. After a couple hundred yards, they make it to the other side. You all take off again looking for the tracks. As you search, the tracks cannot be found.
Baern, magda, and Shanairra each lose a healing surge. Nature check failed.
For the last set of checks, I need one person to make a perception check, one person to make a nature check, and whoever is running pointt to make a stealth check. Others can make a check to assist the others (please designate your rolls as such)
Keir tries to help them back on track.
Perception check rolled a 9+5 for 14
Graynore wrote: The night is long as you race to catch the people of the village. The rain comes down in great globs punishing you as you go. Through it all you pant and slip but you endure. After a few fours you come upon a rock strewn stream. The tracks lead through a ford to the other side. It appears that the people were made to cross here. The rocks are close enough together that one may be able to jump between them acrobatics or you can cross at the fordathletics.
Everyone succeeded on their endrance checks. I now need either an athletics or acrobatics check (your choice) from everyone.
I need one person to make a nature check. Rules on assistance are in play again.
Keir crosses the ford stoically trying to help the others as he does so.
Athletics check rolled an 18+8 for 26
Graynore wrote: You begin to chase the tracks. It is near midnight and the rain shows no signs of abating. The tracks begin to disappear and the going is hard yet you continue.
We're going to begin a skill challenge to catch the survivors. I'm going to count:
Keir's Perception check of 22 (success)
Shanairra's Perception check of 17 (success)
Everyone will need to make one Endurance check.
Someone needs to make a Nature check.
Keir's Endurance check rolled a 7+9 for 16 and am officially lousy at Nature checks having only +0
Graynore wrote: Would everyone place your magic item wish lists here. It should be one level 1, 2, 3, 4, and 5. Enchanted scale armour, enchanted long spear, enchanted long sword, maybe a cloak of resistance and perhaps a ranged weapon maybe even a short bow not necessarily enchanted just something to shoot at range, didn't give them levels since I'm really not fussy on that score.
However if forced in order of preference;
1) Short Bow perhaps or maybe even a Long Bow at +1?
2) Cloak of Resistance +1
3) Long Sword +1 Frost weapon?
4) Scale Armour +1, Black Iron?
5) Long Spear +1, Lightning weapon?
That sound about right to you?
Graynore wrote: Keir Ironsong wrote:
Keir will double check the tracks once the rest is dealt with.
"What do these look like to you? I mean are these just those creatures tracks or have they enslaved the survivors' and led them off?" Keir asks. perception check Perception check rolled a 17+5 for 22
"So from your experience are those things spellplague goblins or hobgoblins?" Keir asks as he concentrates on the tracks.
Graynore wrote: I had something a bit different in mind. I was under the impression that you came upon the scene without any knowledge of what is happening or who the people are. Dm:
[quote=]As you search about the small community, you notice that there are no living creatures left. The town contains about 14 homes and half again as many other structures. Of the thirtyfive odd structures about half are on fire, a quarter are falling down, and the rest have doors and windows broken. There are no bodies save the ones you have created. As you near the west edge of town, you notice tracks leading off into the wilderness.
Assume short rest. What will you do now? Keir will double check the tracks once the rest is dealt with.
"What do these look like to you? I mean are these just those creatures tracks or have they enslaved the survivors' and led them off?" Keir asks.

Magda Deepwinter wrote: Magda offers a brief nod. "Magda, of Clan Deepwinter. Attached at present to the Order of St. Mauventy as a chronicler."
She looks at Keir. "You live here, then?" She gazes around her at the ruins of the hamlet. "How many folk should we be looking for, then? We'll need to arrange shelter or transport, or both."
"I'm part of a small unit who arrived here only a couple of days ago, our captain was more concerned with getting a lay of the land before proceeding further so we were helping out where we were allowed whilst he and his sargeant were in talks with the locals," Keir nods towards the main farmhouse.
"In addition to me, the cap and sarge there were five others in my unit, as for the locals there was an extended family here, grandfather from what I could tell ran the place with his three sons, two of them married with kids of whom there was six in all eldest old enough to enlist, the youngest still being breastfed which was all I knew about," Keir responds trying to remember exactly how many he's seen both before, during and following the battle.
Dm:
Magda:
Baern Stonehammer wrote: "Well, you heard of the Spellplauge, haven't ye? Sometimes it gives them strange powers, sometimes it just turns 'em blue. I'm Baern Stonehammer." He nods in greeting to the others and looks around for any survivors. "Blue? Really?" Keir's eyes widen at that comment.
"Wow, the spell plague did that?! out of curiosity what else does it do?" Keir asks fascinated having very little actual knowledge of the spell plague since people didn't usually bring it his attention as it wasn't a topic normally discussed openly.
"Well met your aid couldn't have been more well timed!" Keir nods to the nearest of his new comrades at arms.
"Any idea what those creatures are? I thought they were goblins at first but I've never heard of blue skinned variations... oh my name is Keir by the way," Keir grins as he nods at Shan.
Keir will use passive perception to try and discern if the bystanders are clear and if any are missing to double check including his former comrades who he hasn't seen since the fire started.
Keir shifts to E-10 and hits G8 with wolf pack tactics to allow Shan tp shift 1 square for free.
Rolled 13+5 for 18 to hit doing 1d10+3 damage or 4+3 for 7pts of damage to G8 if it hits either way Shan can shift a square away if desired
Keir moves north to F-9 and employs Viper's Strike again this time on G#2.
Rolled a 9+5 for 14 to hit if it does, inflicts 1d10+3 damage and rolled 10+3 for 13pts of damage
Keir shifts to F-11 and employs Viper's Strike again this time on G#1 rolling 12+5 for 17 to hit which if it does 1d10+3 damage and rolls a 6+3 for 9 damage
Thinking quickly as his two foes close in Keir steps back and employing his long spear in a dazzling defensive posture suddenly strikes out at the second foe facing him trying to keep them on the backfoot.
"Alright you asked for it!" Keir grins back at them.
On Keir's turn
Keir will head for the nearest pair of foes by moving to G-10 and then using Viper's Strike on G#2.
Attack = 7+5 for 12, if it hits Damage= 1d10+3 for 8pts
"If you value your lives drop your weapons and lie on the ground! this is your only warning!" Keir glares at them.
Won't be able to pick that up for a while at least but not a problem in any case

Keir Ironsong wrote:
I'll take passive perception and initiative since I can't use any die rollers where I am if thats ok so thats;
Perception 15
Initiative: 11
To DM: Keir will be wielding his longspear as its quicker to respond than drawing his sword and shield especially as this gives him reach.
In case I can't post when my turn comes up Keir will move to intercept the attackers and employ wolf pack tactics to allow a bystander to shift clear of the enemy and hopefully have opportunity attacks on those who enter his threat range to hold them off long enough for the bystanders to get clear. Oh and any ally within 10 squares that can either see or hear Keir gains a +2 on their initiative
[ooc] Keir's first round attack; rolled a 12+5 for 17 with wolf pack tactics allowing any threatened ally or bystander standing adjcanet to either him or his target to shift 1 square before he makes his attack, this if it hit does 1d10+3 damage or 11pts of damage and then Keir will move clear of his attackers since he has reach and if this doesn't apply will shift a square clear for the next round
Graynore wrote: Keir: it's ok if you are in the town. I was assuming that everyone was together as a patrol of the Order but I can work with that.
Keir:** spoiler omitted **
Everyone: roll perception and initiative checks
I'll take passive perception and initiative since I can't use any die rollers where I am if thats ok so thats;
Perception 15
Initiative: 11
To DM: Keir will be wielding his longspear as its quicker to respond than drawing his sword and shield especially as this gives him reach.
In case I can't post when my turn comes up Keir will move to intercept the attackers and employ wolf pack tactics to allow a bystander to shift clear of the enemy and hopefully have opportunity attacks on those who enter his threat range to hold them off long enough for the bystanders to get clear. Oh and any ally within 10 squares that can either see or hear Keir gains a +2 on their initiative
Meanwhile Keir is doing his best to help the survivors escape the attack.
"Where's the others?" Keir mutters to the nearest fleeing farmer but gets no reply as all he can do is shepherd the fleeing civilians away from the approaching attackers.
Any problem with Keir being in the farming community when this game starts?
Magda Deepwinter wrote:
pretty sure we're still 400 yards away...... I was hoping we could get some sort of plan as we approach the fray, assuming we haven't yet been noticed.
I assumed we weren't starting as a party well given the intro I thought okay have someone who isn't part of the group but someone they meet on the way so there would be a good reason why he'd get involved, guess i missed that last post explaining we're supposed to be 400 yards away

Graynore wrote: This is the game thread for the Order of Saint Mauventy pbp.
The night is dark with no moon. While you have no lanterns, the lightning from the sky and the glowing fire on the horizen light your way. As you come over a hill, you see a small farm community burning about 400 yards away. Several small forms are moving around near the homes. You hear a small child scream.
You may do introductions if you wish. I am assuming that you all know eachother to some extent.
What do you do?
"Keep moving! C'mon people move it we can't hold off these critters if you dawdle over your lost possessions! As long as you're alive you can build new homes and as long as you have livin' families you'll survive... NOW MOVE!" Keir hollers at the dawdling farm inhabitants keeping his gaze towards the oncoming enemy he hoped the rest of his unit had managed to fight clear as he had.
It was unlikely the others would care or give a notion towards the other inhabitants and whilst they had been downright rude towards his ancestry he wasn't about to leave them in the lurch when they needed his help most!
He readied himself as he prepared for the enemies attack and hoped the farmers got their wits together and fled before they were picked off or enslaved by their attackers...
How's that?
Okay well Keir originally came to Impiltur as a mercenary, he joined Torm's faith in the hopes of finding help so his people can immigrate to Impiltur however he has a long journey ahead of him and now with word of a call for heroes he has stepped forward and prays he can amend things so he can save his tribe and help his new homeland in their time of crisis.
Graynore wrote: Keir Ironsong wrote:
Is this okay?
Haven't worked on the background yet in case there's any other details involved whether it means changing alignment as well.
How did you generate stats? I know I didn't specify but I would prefer using 22 point buy.
Myrmidon Formation isn't in the list of approved sources but I have access to it in the compendium so it's ok.
Good job so far. Work on a backstory. Used the 4e beta mentioned on en world, that had the myrmidon power looking at as much healing based powers as possible.
And as for back story that still needs bit of work.

Graynore wrote: General Overview
And so it was in the Year of the Purloined Statue (1477 DR) that Impiltur had lost much of her former glory. Life has been hard in the Kingdom of the Sword and Wand. After the Spellplague and the death of the king, the Kingdom has become more insular. The Council of Lords rules in the absence of the king. While the cities have come under the jurisdiction of the local governors, the less populated areas are under the control of petty lords more interested in position than their people.
Not all hope is lost in these times. The Kingdom has always been known for its holy warriors. Many orders of Torm and Ilmater still reside within the Realm. One such order is the Tormian Order of Saint Mauventy. The order is dedicated to fighting demons and other monsters, particularly those that attack children. From the Order’s home near the Earthspur Mountains, the knights ride out to protect the innocents of the Realm from the evils of the world.
The heroes will begin as members of the Order of Saint Mauventy. Not every member of the party is required to be a member of the Order but nonmembers will be employed by the Order. While the Order is sponsored by the Church of Torm, faithful of other good deities are welcome so long as they comport themselves accordingly.
It is also worth noting that there is a capitol offense in Impiltur called consorting with demons; therefore, dark and infernal pact warlocks would be executed if thier power was discovered.
Is this okay?
Haven't worked on the background yet in case there's any other details involved whether it means changing alignment as well.
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