Aubrey's Wrath of the Righteous (Inactive)

Game Master Aubrey the Malformed


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Oh dear...


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Ride: 1d20 + 3 ⇒ (8) + 3 = 11

Jod narrows his eyes at the idea, but he’s no fool. Unfortunately, he’s also not much of a rider. His pursuit of Sol is brief...

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

... before he overtakes the city boy.


Enemy Ride check 1d20 + 7 ⇒ (17) + 7 = 24

Oh dear...

Sol and Jod turn their horses and gallop back the way they came. But they are inexperienced riders and and three horsemen from the enemy camp overhaul them quickly. They are hideous creatures, men but tattooed and mutilated to look barely human, dressed in filthy leathers and scraps of metal and carrying battleaxes and shields. They howl with glee like rabid beasts as the come on. But perhaps worse are their mounts - the shape of horses but black as night but covered with with red, festering sores. With eyes filled with malign intelligence, their muzzles are distorted by over-sized jaws filled with snaggle-toothed fangs.

Yep, it's one of those time you really wished you'd actually made some decent rolls. Three berserkers on their scarely-nicer mounts have caught up with Jod and Sol and they are quite a way away still from the main column. Jod and Sol, roll initiative, please.

Map.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

I'm beginning to think that 'Oh dear' is the worst thing that Aubrey can say.

Aubrey, how's the terrain on the sides of the road?

Initiative: 1d2 + 2 ⇒ (2) + 2 = 4

"Jod, ride on!"


It's quite rough, with the grey bits being boulders. It's not difficult terrain, though.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

”Nay, no one left behind. Ride!”


Berserkers 1d20 + 1 ⇒ (12) + 1 = 13

Initiative Jod 18
Berserkers 13
Sol 4

Jod.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Ugh. A two-handed weapon and a bow are his preferences. He doesn’t want to leave Sol, but stopping could just be suicide. I don’t think his new mythic toys will help much...

”Come on, stay ahead of them!”

Ride: 1d20 + 3 ⇒ (3) + 3 = 6

Yeah, this is going well...


You need to post some actions. The skill check is fairly irrelevant now as it was to determine if they caught you up.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"I've got the scale. I'll be all right. Warn the army! "


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod won't leave Sol without understanding what Sol's planning.

"Do you have any magic to slow them down or make them fight each other? We could put our backs to one of these boulders and let the horses run back to the army..."

OK, checking the rules, I see that "guide with knees" so I can use both hands for something else like firing a bow is DC 5, so I actually made that check. With that in mind, I will quick draw my bow and fire at berzerker 2's horse after shifting 'down' a square on the map. I'm sure there are penalties to doing so, but I leave them to Aubrey's discretion.

Longbow shot: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"Just ride. I'll slow them down, and then vanish."

Original plan was to change appearance to Faxon using the scale and try to bluff, but on consideration, maybe invisibility is the best ploy. Depends on the answer to this --

AUbrey, will using Terendelev's scale to alter appearance (standard action) draw an AoO?


No.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

”I don’t like it. Can you make your horse vanish, too? What about your footprints? I can track you when I can’t see you, these guys can probably smell you - they look like they’re part dog.”

This assumes we are still riding, side by side trying to escape.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

"Then if you can take two, I'll try the third."

I was willing to sacrifice the horse.


I attach the rules for mounted combat here.

Jod's arrow fails to penetrate the beast's leathery hide. The riders hurtle closer, one circling Sol and Jod to cut off their escape while the other two charge at Sol. The horrid mounts demonstrate their unnaturalness as they attempt to bite their foes with fanged mouths.

OK, Berserk 1 attacks Jod. His mount has to double-move to get there so no bite from it. Berserk 2 and 3 charge Sol and both horses get a bite as well.
Berserk 1 1d20 + 9 ⇒ (11) + 9 = 20 to hit, damage 1d8 + 7 ⇒ (5) + 7 = 12
Berserk 2 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 to hit, damage 1d8 + 7 ⇒ (6) + 7 = 13
Horse 2 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6
Berserk 3 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 to hit, damage 1d8 + 7 ⇒ (5) + 7 = 12
Horse 3 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 to hit, damage 1d6 + 5 ⇒ (4) + 5 = 9

Map updated.

Sol.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Aubrey, can I 'withdraw' while mounted? "You may not withdraw using a form of movement for which you don’t have a listed speed."


You can - what they mean is you can't withdraw in water without a Swim speed. Your horse has a land movement speed so you can withdraw using that.

Like the way you suckered in Jod - make him hang behind to cover you while you run away. Nice!

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Badly hurt, Sol slumps low in the saddle, puts the spurs to his horse, and rides.

Executive decision. We're not winning this one. The bluff won't work. Withdraw will just get me charged again. Go total defense and run. 4x movement. Pass beserker 1 on the side opposite Jod then drop back down into rows 8 and 9


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Feeling the bite of the madman’s blade and knowing he cannot fight three of the and their monstrous horses alone, the young ranger follows suit. If the attackers want to run with us, we will lead them directly into an army. Come on, then!

Jod likewise puts the spurs to his horse and rides all-out. I don’t know if I can do total defense and a full-action run; if I can, I will. If I must choose, I choose speed.


Total defense is a standard action which precludes the use of the full-round run action. Since I assume the main intention is to get away I will assume you run instead. Horses have the Run feat so they run at 5x normal speed. Unfortunately, so do the monster horses...

Sol and Jod also provokes AoOs from the beserkers and the horses - Berserker and Horse 1 against Jod and 2 and 3 against Sol.

Berserk 1 1d20 + 9 ⇒ (11) + 9 = 20 to hit, damage 1d8 + 7 ⇒ (1) + 7 = 8
Horse 1 1d20 + 6 ⇒ (15) + 6 = 21 to hit, damage 1d6 + 5 ⇒ (3) + 5 = 8
Berserk 2 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 to hit, damage 1d8 + 7 ⇒ (4) + 7 = 11
Horse 2 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 to hit, damage 1d6 + 5 ⇒ (4) + 5 = 9
Berserk 3 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 to hit, damage 1d8 + 7 ⇒ (2) + 7 = 9
Horse 3 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 to hit, damage 1d6 + 5 ⇒ (5) + 5 = 10

That looks fairly bad - lucky Sol's mythic...

Jod takes a glancing blow from an axe and is left bleeding by the horse's fangs, but he stays in the saddle and surges away into the mist. But Sol pitches from his mount as he takes several more slashing cuts.

And so we go the spoilers...

Sol:

Spoiler:
Sol lies on his back, barely conscious (well, strictly speaking unconscious, but where's the fun in that?). He has already made his peace with the gods as he waits for the final blow.

But the berserkers pull their hungry mounts away and one bends over to peer into Sol's face. They talk to one another briefly in a gutteral language before hauling Sol on to the back of one of the horses and trotting back towards the camp.

Sol is, I imagine, technically unconscious due to his wounds. So he cannot act or speak, but I'm relating stuff which is happening to him anyway.

Jod and the rest:

Spoiler:
Jod and the other rider hurtle up the road, virtually side-by-side but unable to gain an advantage. Jod gets to see his foe clearly - the scarred and tattoed face and hands, the mismatched and filthy armour, and the notched axe held ready to strike. So intent is he on Jod that he doesn't notice others coming down the road until the arrows begin to fly.

Map updated.

Two outriders from the army are coming down the towards you towards you. Init 1d20 + 7 ⇒ (6) + 7 = 13

Initiative
Jod 18
Scouts 13+
Berserker 13-

Jod first.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Mechanical questions - how far are the outriders from Jod? What would it take to turn the horse and double back? Does it provoke an AoO? Does it require a slowing down? Does it require an certain turn radius if I want to maintain speed?

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Spoiler:
Sol would be technically dead, but for the last sentence of mythic hard to kill. Negative double con before death.

I do appreciate the narration however.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Sorry about the spoiler - forgot it when I replied from my phone. This one I left intentionally unspoilered 'cause the apology is for everyone.


No worries - Pathfinder on the go!

Jod and the rest:

Spoiler:
I assumed that Jod was riding along for more than one round - y'know, slobbering axe-wielding maniac to one side who can't quite get close enough to attack, one tends to keep going. I think you can just turn round per the rules, which doesn't discuss the turning circle of a horse, but if you just ride away it will provoke an AoO.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
Jod intends to continue riding toward his approaching allies and edge to the side away from the slobbering axe-wielder if and when they open fire. If the bad guy backs off, Jod will give chase, hoping the other two took Sol captive rather than run him through.

Jod rides like the hounds of hell are on his heels, focusing on his closest adversary and shouting encouragement to Sol. When he sees the outriders from their army, he finally risks a glance back over his other shoulder and is stunned to realize that Sol isn’t actually there. Gods above, where did he go? Did he turn off the road? And where are the other two trolls.... NO!!

And thus his suicidal plan begins to form...


Not Sol:

Spoiler:
The berserker pulls back on the reins as he realises that Jod is not alone on the road and Jod shoots ahead. (I've assumed that Jod does a double move on his horse.) The two scouts ride closer and then release their arrows.

Scout 1 1d20 + 8 + 2 + 1 - 2 ⇒ (11) + 8 + 2 + 1 - 2 = 20 to hit, damage 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
Scout 2 1d20 + 8 + 2 + 1 - 2 ⇒ (19) + 8 + 2 + 1 - 2 = 28 to hit, damage 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8

Both arrows find their mark and the berserker yells in fury and charges the nearest scout.

Berserk 1 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 to hit, damage 1d8 + 7 ⇒ (1) + 7 = 8
Horse 1 1d20 + 6 ⇒ (4) + 6 = 10 to hit, damage 1d6 + 5 ⇒ (4) + 5 = 9

The horse-archer fends off the attacks with her buckler.

Jod.

Map updated.


Sol:

Spoiler:
Sol's captors ride back towards the camp. There is a lot of shouting and many voices but Sol is so out of it he can barely tell where he is. He is hauled off the horse and dumped on the ground before being unceremoniously dragged by his ankle, head bouncing off the cold ground. Then the sounds change a little and it gets darker - he is in a building of some kind. More voices, including a strange high-pitched one, scratchy and painful to hear but speaking the same horrid language of the berserkers. There is a brief discussion between this voice and a more gruff-sounding, masculine voice. Sol is dragged and rolled across the floor and is suddenly falling.

He thumps into the ground, although as insensible as he is it makes little difference. It is dark. Someone speaks, this time in Taldane.

"Who is he? He looks in a mess - those are some nasty wounds. Can you help him?"

Sol feels gentle hands lift his head. "By the grace of the Inheritor," someone murmurs, and his body is suffused with a lovely comforting warmth.

You've just been healed to positive hit points. i don't know accurately how many you are down, but you are now positive and can act again.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol, a campaign unto himself:

"Mother? I had a terrible nightmare..." a confused Sol rides that comforting warmth to consciousness. It and the darkness draw a curtain of charity between his piight and his awareness. Lifting an arm slowly toward the shadowed shadow cradling his head tears that veil. Thanks to the healing, his pain is not acute, nor in any way incapacitating, but it is a pointed reminder his recent martial exploits.

His arm falls back down, and it is with some little fear in his voice that he asks, " Where am I?"

Well this is one way to get extra face time with the DM.

I can look it up and do the math if you like, but Sol was well on his way to double negative Con in HP. He was something like -21 hp.

Your posts don't say anything, but did they loot his senseless body? Does he have any gear remaining?


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
Hmm, don't think I would have ridden right past like that, but I will roll with it. I have quick draw, but what would it take to stow my bow? I think it's still a move action that I can't afford... I will assume that's the case. Let's say he's been riding with the bow in his off hand and the reins in his primary hand.

Jod turns the horse and charges, trying to guide it with his knees as he draws the morningstar and prepares to aid the beleaguered archer. As he strikes, he recalls the feeling of being in the presence of a goddess and prays she guides his aim.

Ride DC 5: 1d20 + 3 ⇒ (20) + 3 = 23 Wow, could have switched that with the next roll and would not have hurt my feelings at all, dice roller!

Using non-mythic power attack on the charge; following up with a Sudden Attack.

Power Attack: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12

Cold Iron, Bludgeoning Damage: 1d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19

Sudden (Power) Attack, best of two: 1d20 + 10 - 2 + 2 + 1 ⇒ (15) + 10 - 2 + 2 + 1 = 26
Sudden (Power) Attack, best of two: 1d20 + 10 - 2 + 2 + 1 ⇒ (16) + 10 - 2 + 2 + 1 = 27

Cold Iron, Bludgeoning Damage, bypasses all DR: 1d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15


Not Sol:

Spoiler:
Jod gets the hang of being in the saddle and steers his horse back to the battle. His morningstar hits the enemy rider hard on the side of the head. The other riders draw longswords to finish him off.

Rider 1 1d20 + 7 ⇒ (17) + 7 = 24 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9
Rider 2 1d20 + 7 ⇒ (6) + 7 = 13 to hit, damage 1d8 + 2 ⇒ (5) + 2 = 7

The rider pitches from his mount but the vile creature lashes out with teeth and hooves. It grabs the scout's arm it its mouth and worries at it, more like a rabid dog than a horse.

Attacks Scout 2
Bite 1d20 + 6 ⇒ (15) + 6 = 21 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6
Hoof 1 1d20 + 1 ⇒ (5) + 1 = 6 to hit, damage 1d6 + 2 ⇒ (3) + 2 = 5
Hoof 2 1d20 + 1 ⇒ (12) + 1 = 13 to hit, damage 1d6 + 2 ⇒ (2) + 2 = 4

Map updated.

Jod.


Sol:

Spoiler:
"You are in the oubliette of the fortress at Vilareth Ford. We were attacked yesterday and overwhelmed by the Flayed Men. Most of us were killed in the battle, or sacrificed later." A woman is speaking but it hard to make out what she looks like as it almost pitch-dark in here, with only the outline of a trapdoor in the ceiling showing any light. "I'm Kamilo Dann, the ranking officer here. This is Denda, Willim and Garmok. There's about a dozen of us. We are all that's left.

"Who are you?"


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
Jod nudges his horse forward slightly and attacks the vile horse.

5' step to the left to flank with and providing flanking for Scout 1. Power attacking the devil-horse.

Attack: 1d20 + 9 + 1 + 2 - 2 ⇒ (20) + 9 + 1 + 2 - 2 = 30 Base attack, masterwork, flanking bonus, power attack penalty
Damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12 power attack bonus

Confirmation roll: 1d20 + 9 + 1 + 2 - 2 ⇒ (8) + 9 + 1 + 2 - 2 = 18
Critical damage: 1d8 + 5 + 18 ⇒ (3) + 5 + 18 = 26 mythic power attack (it doubles the power attack bonus on a critical hit before the multiplier is applied even if I'm not using a mythic power point, I believe)

Debating the use of another sudden attack on it. I don't believe I can wait to see how the two outriders do with their attacks first, or can I?


Not Sol:

Spoiler:
Not an issue.

Powered by his anger and fear, Jod plants his weapon between the horrid beast's eyes. There a crack of breaking bone and the horse collapses dead.

One of the scouts looks down at the corpse of its rider. "Flayed Men. This is bad. Do they have the ford?"


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
"Worse. I fear they've got Sol." Clearly angry with himself as he stows his bow and the heavy mace (I keep thinking my second melee weapon is a morningstar, sorry for any confusion) and climbs down to examine the body, including any potentially useful gear, he describes where they met the Flayed Men. "We were careless and rode into their view without thinking to check over the crest of the hill first. They spotted us and three gave chase and quickly caught us. Both of us were injured. Sol was just off my left flank as we fled," he is motioning with his hands to show riding hard and looking back over his right shoulder, "while this ugly creature was hard behind me on the right. I couldn't slow down lest he," gives the corpse a kick, "bring me low with that axe of his. I don't know where or how I lost Sol. Thank the gods the two of you came along when you did. We have to find Sol - did you see him or his horse or the other two riders?"

Perception to search the body of the rider and any saddle bags on the demon horse: 1d20 + 11 ⇒ (18) + 11 = 29

When Jod finishes the search and has completed the telling his tale, he gestures to the outrider that got bit. "That looks nasty. Do we need to bandage it?" When he does so, he realizes there is quite a bit of blood on his own hand and, with the adrenaline of the flight well worn off by now, the realization of how hurt he is sinks in. He's at 1/3 of normal hit points currently. He stands staring at his wounds for a moment, pondering what he can do. And over to you, sir.


Not Sol:

Spoiler:
"I'm fine," says the rider, nursing her arm, "If there are enemy forces ahead we have to warn the Commander. Come on, you have to describe what you saw."

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

SOL!:

"I'm Sol Calondor from Kenabres. I was riding north with a friend when we blundered into the camp in the fog. I hope Jod got away. How long have you been down here? "


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
As they ride, Jod works to dredge up any details that might be helpful.

I presume the flayed corpse yielded no spoils of war, but I won’t leave his weapons to be used against us later. I will at minimum gather those.


Sol:

Spoiler:
"Only since yesterday. Why were you riding north? There's nothing beyond here except moorland, rocks and demons. Are you adventurers?"

You asked and I forgot to say - they've taken your weapons and obvious magical items like wands and potions.


Not Sol:

Spoiler:
He had a masterwork battleaxe and medium shield, but no magic items you noticed.

Jod reaches the column after a few minutes of riding. His news is swiftly relayed and the army halts and immediately begins to form up for battle. Jod is taken to Irabeth for an impromptu council of war, including Krimmos, Orwem and the others.

OK, everyone except Sol is party to this conversation.

"Tell me what you saw," says Irabeth, "We may not have much time."


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
Very grim, Jod nods to indicate his understanding and wastes no time.

”We failed to keep a proper lookout, ma’am. As we rode, we came upon a low rise in the road we were following and what seemed to be a fogbank just over the hill. We rode into the fog carelessly, but it suddenly cleared and we found ourselves on the very edge of an encampment.

I saw a river a few hundred yards ahead. Near the water were some low structures, perhaps defensive bunkers, and the road seemed to disappear as it approached these buildings. Camped around them, like they’ve been here for a while, was a large army. Those I saw appeared to be men and women and the like, but it was only a quick glance before we wheeled around and headed back for the main column. Sol and I were easily caught by three of their soldiers, but I thought we had successfully put enough distance between ourselves and them to reach help. As I rode, one of the men was just off my right shoulder, too busy riding to attack, and I thought Sol was just off my left shoulder. When I saw two of our outriders, I risked a glance to my left and realized that Sol was not there. The outriders engaged the flayed man and I regained my wits and circled back to assist. They fought well and he was quickly defeated, along with his devil-horse.

One more thing: I saw in the center of the camp a terrible display. It appeared to be the corpse of a man hung on a T frame, his insides pulled out and hanging free.”


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Not Sol:
”I don’t know what became of Sol,” he adds quietly, ”In the rush to escape, he said something about my leaving him and he would use his magic to escape. I thought he changed his mind, but maybe not. I failed to protect him. I have to go get him back, but I need some healing first or I won’t do anyone any good.”

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Yes, Sol:

Sol coughs while he considers his answer.

"Not willingly. At least not me. My friends and I kind of fell into adventuring during the demon attack on the city. Since then every able-bodied person has been pressed into service in the crusade, or has fled. We were sent north to scout for the demon forces while the army regroups."

Not quite the truth, but not very far off the mark. I hope I get bonus points for plausibility.

Bluff: 1d20 + 7 ⇒ (5) + 7 = 12

Gear-wise, what about the Mendev brooch and Ternedelev's scale?


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Not Sol:
Kira looks grave at Jod's words, once he is done, she turns to Irabeth "Commander, could we have permission to seek to recover our friend whilst you plan the main attack?

"Jod, I have a wand to help with your wounds."


Oui, c'est Sol:

Spoiler:
You still have the brooch and scale.

"So not much chance of rescue, then." Kamilo sounds disappointed.


Pas de Sol:

Spoiler:
Irabeth ponders for a moment, then calls, "Is there anyone here who has served at Vilareth Ford?"

“Yes, Commander,” calls a voice and an armoured knight pushes forward.

“Describe it.”

The man nods and thinks for a moment. “There are three main bunkers, dwarven-built, joined by underground passages. They have arrow slits all round covering the ford and road, plus heavier weapons like ballistae, and are very difficult to enter given the doorways can be blocked with lowered stone blocks. They are well-supplied with food and there’s also a well. If they know you are coming, the place is nigh impregnable. I can only assume they were taken by surprise. And another thing - it’s designed to be held by a small force. There’s deliberately not a lot of room inside. Most of the enemy army won’t be able to get in, they will have to camp outside.”

“Any other ways in?”

He nods. “There’s a sally port that comes out in rocks above the road through a secret door, and from there an underground passage leads to the bunkers. But I think it’s trapped – I don’t know the details as I never used it.”

“Very good,” says Irabeth. “What’s your name?”

“Sulliver, ma’am.”

She nods and turns to her officers. “Captain Krimmos, Captain Orwem, we appear to have lost the element of surprise. Nevertheless, the enemy is in the open and has had little time to prepare. We will charge their camp with lances – get your men into formation.” Krimmos and Orwem salute and move off to find their men. Irabeth turns to the adventurers.

“I’m afraid I cannot spare you to search for one man. Hopefully, Sol can look after himself. If not… Well, there is little we can do about it. I need you to take the bunkers. We cannot have the enemy entrenched to our rear. Sulliver will accompany you and show you where to find the entrance to the sally port. Any questions?”


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

ソルではない:
Kira glances at Jod to see if he is going to protest, but nods acknowledgement to Irabeth.

Once outside she will heal Jod with the wand anyway.

Wand Single Use: 1d8 + 1 ⇒ (5) + 1 = 6
Wand Single Use: 1d8 + 1 ⇒ (7) + 1 = 8
Wand Single Use: 1d8 + 1 ⇒ (6) + 1 = 7
Wand Single Use: 1d8 + 1 ⇒ (4) + 1 = 5 Heals 26 HP so 2 off max.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Better call Sol:

"If Jod escaped and got back to our friends, they're crazy enough to try a rescue. We ought to be ready to do anything we can."

He staggers to his feet and looks around. "Can we risk some light? What is this place?"

Will cast dancing lights if it's OK with Kamilo. How big's the room and how high the trap door?


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

No es Sol:
Jod stands silent after his testimony, staring at the ground. At Irabeth’s pronouncement about Sol, he nods, but his shoulders drop just a little.

He thanks Kira for the healing and whispers to her, ”I have hope. When I came back to fight alongside the two outriders, I landed two devastating blows with the mace. I felt the goddess guiding my hand. Surely she is with Sol as we speak.” There is a light of certainty in his eyes as he shares this, but, ”I didn’t say so to everyone because I don’t want to sound crazy.”

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