Aubrey's Kingmaker Campaign

Game Master Aubrey the Malformed


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Male Half-Elf Bard/3
Thomdril wrote:

"What the hells?" Thom mutters a second before he marches to stand in the way of the villagers, planting himself resolutely in their path.

"Evenin' folks," he greets them with a nod of his head. "What's all this about?" He shoots the other guys a look that says, 'a little help?'

confronting the villagers might take someone with a little more social finesse than Thom's got. You know, strongly reassure them that we've got it in hand and we're acing in their best interest and all that? :)

Marc's the smooth-talking charmer, so I'll let him do his stuff! I see Hasren as more the guy that tries to get chummy with people (even though I haven't been real good about playing that aspect up) so he'll try to defuse their anger & hopefully, make Marc's job easier.

Hasren steps up behind Thom & casually claps him on the shoulder.

"Well Thom, it looks like these good people were worried about Oleg & Svetlana's safety. They must have heard the fighting & gotten worried when no one came out to tell them everything was fine. Naturally, they came here prepared for the worst. Sorry about that folks. We took care of the bandits & got caught up questioning the survivors to find out where the rest of the hooligans are camped so that we can make sure they cause no further trouble either."

Aid Marc's Diplomacy 1d20 + 10 ⇒ (4) + 10 = 14


"We hear ye got bandits in there," says the leader, a man in blue dungarees and straw hat, his gaze disturbingly direct. "We mean to hang 'em."

"Ayup," says another, chewing laconically on a straw.

"It frontier law!" shouts a woman from the back, her brown hair in a bun and a rolling pin brandished in a meaty fist like a weapon.

"So bring 'em out, and let Pharasma sort 'em out," says the leader.

"Ayup," agrees the straw-chewer.


m Human Warlock 3 exp 2318 (infernal boon)

"We haven't figured out if we're done.....interrogating them yet. Please, let us finish our business, if it do you properly.."


The mood of the crowd turns ugly.

"They stole from us! They threatened out women folk! It's our business, not yours!"

OK, let's try a skill challenge and see how this goes in PbP. Basically, everyone needs to contribute on their turn (first come, first served) a relevant skill check to defuse the situation. You need six successes before three failures. When you select a skill, you need to effectively roleplay using it to demostrate why it is relevant, but you can be creative about which skill you use provided the justification looks half-decent.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Seeing the crowd turning ugly - and realizing it was his interposition that probably started it - Thom steps back from the crowd, letting his more socially blessed teammates try to handle the crew.

Me stepping into a social skill challenge is just asking for us to take a dive. I have negatives to all social skills.

Is it possible for me to use my Insight or Perception skills to guage their mood/responses, and add buffs to my teammates attempts? If not, I'm gonna take a back-seat for this encounter.


m Human Warlock 3 exp 2318 (infernal boon)

intimidate.

I asked nicely. this is what I get. walked on. always walked on.
I'm not asking any more I'm telling. Put those farm tools and nooses and such back where they belong, and go home. Because I don't cotton to this sort of thing. We wupped them fair and square. Not you. Us.
If you want I'll turn them loose and you can recapture them.
I'm not scared to do that. I can just wup up on them yet again.

(starts growling like Linda Blair)
I can put them in the ground any time I want to.

1d20 + 8 ⇒ (10) + 8 = 18

somebody wanna chill me out? somebody with diplomacy? Goodcop/badcop like???


Like I say, if you can justify using the skill, it should be fine. There's even the old chestnut of using Athletics to display intimidating prowess, for example, but Insight is more directly relevant. I'd like everyone to take part too, rather than stepping out because of their skill choices.


Aleph wrote:
intimidate.(starts growling like Linda Blair)

You doing the thing with your head and projectile vomiting?


m Human Warlock 3 exp 2318 (infernal boon)
Aubrey the Demented/Malformed wrote:
Aleph wrote:
intimidate.(starts growling like Linda Blair)
You doing the thing with your head and projectile vomiting?

only irl. I've either been food poisoned or have a stomach virus. It's god's honest truth. ;)


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

wow.. sorry to hear that. Hope it clears up.

Thom does his best to sound disarming and approachable, "Listen, folks, we understand you're angry. You got reason to be. They been stealin' from you and worse." He shakes his head sympathetically, trying to make eye contact with anyone who will. "You sent fer us 'cause you needed help, and we came. Let us help." He gestures behind him where the captives are held, "We already stopped'em once today. And we'll continue to work for you, but ya gotta let us do it."

He stops for a second, thinking, "Plus, we're here to change things, not help you get revenge. If revenge is all you want, then you got no place in where we're takin' this place. If revenge is all you want, then yer not any better than these fellas."

Diplomacy (I would go with Insight, but it's not much better, and I'm stretching to make it actually make sense in the situation) 1d20 - 1 ⇒ (16) - 1 = 15.

BAM! Thom the Soother!


Sorcerer 4E

EDIT- Oops! I took almost an hour (with home distractions) to write this up! And posted right in the middle of a SKill-challenge? Oopsie!

Marc's the smooth-talking charmer. Unfortunately his player isn't! ;P
Aw well, here goes nothin'! :)

Taking his cue, Marc steps forward past Thom and Hasren with a charming smile.

"Hello there! What is all the ruckus about then? Hello! Look at this then! Oleg! You never told me that you had such wonderful neighbors!" Marc says jovially as he singles out the apparent leader of the knot of villagers. He promptly closes with this person and shakes his hand enthusiastically.

"Pleasure to meet you sir! MY name is Marcus. Marcus Wyvernspur. Of the trading Wyvernspurs. 'Marc' to my friends. Perhaps you've heard of me? No? Alas, my loss." Marc says, still smiling, as he places a comradely arm around the man's shoulders.

"But never fear! For soon all shall know of Wyvernspur's Warriors! That valiant band which strode bravely into the wilderness, to bring law and order to those who would not live in peace with their neighbors!"

At this point he is now standing next to the man, facing the rest of the group. He gestures broadly to Hasren and Thomdril.

"Allow me to introduce you to Masters Hasren and Thomdril. Two brave warriors who stood toe-to-toe with the very villains who have been causing you so much trouble of late. Indeed, without their martial prowess, I myself would not be standing here now!" Marc declares. 'Accidentally' reminding the villagers that they face warriors who just defeated a group of bandits in combat! ;)

"I fear I have made an unforgivable blunder of etiquette. So intense was the battle with the rogues, and so engrossed did we become in interrogating the prisoners, that we completely neglected to inform you all of our progress, and to let you know that all is well. I do beg your pardon. And now look at you! All charging up here to aid your neighbors Oleg and Svetlana! Very noble! Oleg is lucky indeed to have neighbors such as you."

"So, what happened? Well when the bandits approached this morning to pickup their usual 'donations', they instead found us waiting for them. Instead of surrendering, they chose to attack! They chose, poorly,..." Marc says with a small, wicked, smile.

"After dispatching the majority of the villains, we decided to allow a couple to live, and have been interrogating them as to their base of operations, so that we can take the battle to the source and end their little enterprise once and for all!"

"So, as you can see, we have the matter well in hand. In fact, we were just discussing our plans for our assault on the bandit camp when you arrived! You may rest assured that we shall not stop until we have resolved this issue in it's entirety. And that, as representatives of the crown, we have only your safety and best interests at heart."

Bluff/Diplomacy (same bonus)
1d20 + 9 ⇒ (5) + 9 = 14

Oh, snap, good bonus, lousy roll! PIle on those aid another's guys! :P The basic premise of the whole above speel is to try and turn the crowd from a focused, intent lynch mob into an unsure group with a distracted leader. Hopefully it was enough to take away the momentum of 'hang em high!'. We ALSO have to remind the villagers that the law applies to everyone. And, as Quinn pointed out, under the 'law of the land' they don't really have the right to lynch someone they didn't capture! :)


Sorcerer 4E

Wow. Scooped by the unassuming Aleph! Lol! ;)

I guess I'll roll with the above Diplomacy roll to try and diffuse the situation from getting worse. IF it turns any uglier, I'll make a Bluff roll to add to Aleph's and Thomdril's progress!


m Human Warlock 3 exp 2318 (infernal boon)

goodcop/badcop.


Male Half-elf Paladin 3

Heimoth grimaces as he looks over the mob. All brave now that the bandits are unarmed and tied up, eh? Why the hell didn't you stand up to them before? Putting on his best official policeman face, he steps up to the crowd. "We are Brevoyan officers of the peace. We do not subscribe to the idea of frontier justice. We defeated and captured the bandits, and we will try them fairly and then administer the appropriate punishments. That may very well mean a hanging, but it will be the result of a proper investigative process. You will all have an opportunity to testify and air your grievances then. Until then, we would appreciate it if you all step down and return to your everyday business."

Diplomacy check 13+9=22.


Male Half-Elf Bard/3

Marc should get a +2 to his Diplomacy roll as I did state my intent to Aid Another, so your adjusted roll should be 16. Hopefully, that's good enough for a success.

Also, sorry to hear of your troubles Heathy. Here's hoping you get better soon!

Listening to what the villagers have to say, Hasren cocks his head.

"Wait! What!?!" Hasren blinks.

"You're NOT here to help Oleg & Svetlana?" Hasren looks incredulous.

"You only came out because you heard WE had fought, defeated, and captured the bandits!?!" Hasren gapes.

"We were attacked by the bandits. We fought them. ALL ON OUR OWN!!! Thom getting a nasty wound from the archer & Marc taking grievous wounds from axe & swords in the process... We did all this to protect Oleg & Svetlana (and apparently you too...) We're working on a way to end YOUR bandit problems for good..."

"And. You. Have the GALL!!! To say it's YOUR business. Not OURS!?!"

"UNBELIEVEABLE!!!" Hasren throws his arms in the air!

Looking down, shaking his head in disgust, Hasren suddenly stops. He looks up, takes a breath, and with a determined look begins speaking.

"Look. I'm sure you all suffered from the bandit raids. But the fact remains you didn't stop them. We did. That right there gives us the right to determine their fate. Not you."

"Oleg told us what the penalty for banditry is out here. We'll keep that in mind when WE decide their fates."

"As Heimoth said, we'll listen to your grievances against the bandits & use that information when we decide what to do with them. But understand this. Should we decide to put them to death, WE will carry out the executions in the interest of administering Justice. WE earned that right by defeating them. YOU will not mob these men in the name of vengeance because YOU did not earn that right."

"Now if you would be so kind as to go back to your homes, and allow us to finish figuring out how to end your bandit problem once & for all?"

Diplomacy with a boost from Words of Friendship 1d20 + 10 + 5 ⇒ (9) + 10 + 5 = 24


Male Human Druid 1

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.


Quinn Tallfeather wrote:

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.

I still need a skill check.


Male Human Druid 1
Aubrey the Demented/Malformed wrote:
Quinn Tallfeather wrote:

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.

I still need a skill check.

Insight: 1d20 + 9 ⇒ (11) + 9 = 20


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1
Quinn Tallfeather wrote:

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.

Is this directed at us or the villagers?


Quinn Tallfeather wrote:
Aubrey the Demented/Malformed wrote:
Quinn Tallfeather wrote:

Quinn shakes his head sadly at all of the goings on. Both for the party's self-inflicted dilemma, and for the confrontation with the townsfolk.

They don't understand, he thinks to himself. Oleg's little trading hamlet is a long way from anywhere, and if anything is the frontier, this is. Only the strong survive. And one does not buck the Freedoms...ever.

Quinn sighs. They will learn, he says to himself, they will learn.

I still need a skill check.
Insight: 1d20+9

Quinn.

Spoiler:
The villagers' resolve seems to be faltering. They are mostly following the leader.


One more check - who fancies another go?


Male Half-elf Paladin 3

Sure, I'll do it.

Heimoth steps right up into the leader's face. "If you're suddenly so keen on hanging bandits, you can go capture some of your own", he hisses. "Now get the hell out of here before I get annoyed."

Intimidate check 13+7=20.


"Well, we'll be keeping an eye on things here," says the man uncertainly.

"Ayup," says his laconic sidekick.

The group disperses, though dark looks are cast back at the party.

60xp each.


m Human Warlock 3 exp 2318 (infernal boon)

maybe we should just give them one bandit...


Male Half-elf Paladin 3
Aubrey the Demented/Malformed wrote:

"Well, we'll be keeping an eye on things here," says the man uncertainly.

"Ayup," says his laconic sidekick.

"Excellent." Heimoth is all smiles again. "Responsible exercise of power requires popular accountability. And if there's anything any of us can help any of you with, don't hesitate to come talk to us. We're here to make your lives safer and better, after all."

Before too long, I'll be sheriff of this burg. ;P


Sorcerer 4E

LoL! I'm glad I was late now! THAT was awesome! :) Bwahaha!

"Nice People. Lovely neighbors" MArc says, smiling and waving at the departing crowd. He turns to look at the others.

"Hm. It is entirely possible that I, might, have underestimated the difficulty of this party. Fighting bandits and monsters is one thing. I confess I had not contemplated the possibility of having to placate the populace." Marc muses.

"How fortunate that they were so reasonable!" Marc says with a smirk.

"We are going to have to proceed, carefully." He adds, in complete seriousness.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

So the plan is seems to be to finish out the evening, asking any more questions that we can think of to the bandits. Then, first thing in the morning, bring out all three (and possibly Oleg and maybe this other "village leader" - depending on what you guys think of that) and have a listing of Happ's crimes and sentencing, then execute him for said crimes. Again, Thom is wiling to be the executioner... what with his huge sword and all. Then the other two are read off their crimes, but gracefully given a reprieve from execution, with a warning that further illegal activities will result in execution. Then we head out? Leaving the two remaining bandits to be held for the rest of the day and released that evening?

Or are we asking or trouble leaving the remaining two bandits in the hands of the angry villagers?

What'd I forget?


Male Human Druid 1

If the villagers take matters into their own hands while we are gone, so be it. They've "earned the right" so to speak. It will also give some valuable insight into these people for the future. In the end, if the men go free, I seriously doubt they will turn to a constructive way of life. They became bandits for a reason. Or...new thought - maybe we give them a job? Guardsmen? Scouts? Give 'em a better standard of living maybe they can be useful. Thoughts for the future.


Male Human Druid 1
Thomdril wrote:

So the plan is seems to be to finish out the evening, asking any more questions that we can think of to the bandits. Then, first thing in the morning, bring out all three (and possibly Oleg and maybe this other "village leader" - depending on what you guys think of that) and have a listing of Happ's crimes and sentencing, then execute him for said crimes. Again, Thom is wiling to be the executioner... what with his huge sword and all. Then the other two are read off their crimes, but gracefully given a reprieve from execution, with a warning that further illegal activities will result in execution. Then we head out? Leaving the two remaining bandits to be held for the rest of the day and released that evening?

Or are we asking or trouble leaving the remaining two bandits in the hands of the angry villagers?

What'd I forget?

Sounds like the plan.


Sorcerer 4E

I likee 'The Plan'. :) (Although I'm not a big fan of public executions, we DO need to send a message here.) I am also chewing on Quinn's idea of how to deal with the last 2 yahoos. I am beginning to think that I like his idea! Give them jobs to 'work off' their punishment, both to placate the villagers, and to show them there are options besides banditry. Possibly make them into useful members of the community. Although I wouldn't trust them with a job that required a weapon until they proven themselves! ;) And Seeing how the 'public' reacts to that will also give us insight on how we deal with them in the future.

EDIT- Possibly give the criminals a choice(? Just brainstorming now), 'work study- leading to freedom and employment', OR 'run as far as you can, because if we see you again, your toast'.


Male Half-elf Paladin 3

Give them 15 lashes each and then exile them, making it clear that their lives are forfeit if they are ever encountered in these lands again. As a populist touch, we could let the villagers administer the lashings.


Male Half-Elf Bard/3
Quinn Tallfeather wrote:
Thomdril wrote:

So the plan is seems to be to finish out the evening, asking any more questions that we can think of to the bandits. Then, first thing in the morning, bring out all three (and possibly Oleg and maybe this other "village leader" - depending on what you guys think of that) and have a listing of Happ's crimes and sentencing, then execute him for said crimes. Again, Thom is wiling to be the executioner... what with his huge sword and all. Then the other two are read off their crimes, but gracefully given a reprieve from execution, with a warning that further illegal activities will result in execution. Then we head out? Leaving the two remaining bandits to be held for the rest of the day and released that evening?

Or are we asking or trouble leaving the remaining two bandits in the hands of the angry villagers?

What'd I forget?

Sounds like the plan.

Hasren agrees in general with Thom's plan. He thinks Quinn & Marc's suggestion, that the two bandit underlings work for their freedom, is a better idea than letting them go free. In addition to making sure they don't go back to banditry, Hasren also thinks that would sit better with the locals than letting them go free. (Well, except for the part where the locals would then be able to lynch them before they got away...)


OK, we need consensus fairly soon because we are spending a lot of time on a couple of NPCs who don't even have names. Please make up your minds.


Sorcerer 4E

Agreed (Sorry Aub. But moral dilemmas ARE fascinating to role play!) :)
OK< The EASIEST would be to punish the two, (Beatings?) then set them free and tell them to disappear forever. The most noble way would be to punish them, (again, beatings?) then make them work to repay the damage they have done, hopefully working towards reform and freedom. MArc is gonna go with simple, and vote beat & release. (He's counting on their survival instincts being stronger than their revenge desires) But he will support the majority if the vote is work & reform.

1 vote = beat/release


m Human Warlock 3 exp 2318 (infernal boon)

Aubrey:

Spoiler:
Can Aleph sneak in while nobody's looking and eldritch blast them to death?

1vote b/r


Male Half-elf Paladin 3

Beat and releae the mooks. The leader will need to serve as an example, unfortunately.


Aleph wrote:

Aubrey:

** spoiler omitted **

1vote b/r

Aleph:

Spoiler:
If he makes a Stealth check.


Beat and release? Sounds vaguely filthy.


m Human Warlock 3 exp 2318 (infernal boon)

Aubrey:

Spoiler:
stealth1d20 + 1 ⇒ (6) + 1 = 7


Male Half-Elf Bard/3

Does the beat & release plan take place now? Or after we've tried following their directions to their camp?

If the latter then Hasren will go along. He can self-justify that as a reward for information leading to the demise of the larger gang. If the former, then he'll argue against, but relent if 4 or more argue for letting them go now. He'd like to have them available for further questioning should their information be bad, and present as his arguement for waiting.


Male Half-elf Paladin 3

I agree. Let's lock 'em up for now, wipe out the rest of the bandits, then return and do the 'beat and release'.


Sorcerer 4E

Agree w/ Hasren's reasoning. Marc is capable of anything, IF he can justify it! ;)
So, are we unanimous? We rest up, execute the leader in the morning, head out to the camp and (hopefully) deal with them, and then return and do the B/R? (Your right Aub it DOES sound 'naughty') :D


Perception checks, please.


Male Human Druid 1

Tallyho then! Hasren's idea=plan, although bringing up the "dirty" factor would only prolong the discussion, Aub. ;)

Perception 1d20 + 9 ⇒ (1) + 9 = 10


Male Half-elf Paladin 3

Perception 3+2=5. Not so much...


Sorcerer 4E

my per says "+10", so that is still a roll D20 and add +10?

If so;
1d20 + 10 ⇒ (16) + 10 = 26


Aleph:

Spoiler:
Bluff check.

Those who got more than 7 on their Perception checks:

Spoiler:
Insight checks.


Male Half-Elf Bard/3

Perception1d20 + 7 ⇒ (3) + 7 = 10

Made Perception:
Insight1d20 + 9 ⇒ (6) + 9 = 15


Male Human Druid 1

Insight 1d20 + 9 ⇒ (20) + 9 = 29


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Sorry for the absence, guys... busy, busy. I'm good with the plan of beatings once we return, too.

Perception 1d20 + 8 ⇒ (2) + 8 = 10.

Perception check was a go:
Insight 1d20 + 3 ⇒ (9) + 3 = 12.

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