Death-Lok's WotR Campaign (Inactive)

Game Master Death-Lok


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History:
It is the year 4713 AR. For decades, demons have ruled the Worldwound since the breach in 4606 AR. Fearsome fiends of every stripe—their mottled skin harder than iron, teeth like serrated blades, and eyes burning with Abyssal flames—roam the ruined lands that were once known as Sarkoris, leaving their mark wherever they go. Four crusades have attempted to cleanse the land, but each seems to meet a worse fate than the last. Were it not for the line of magical wardstones along the eastern and southern borders, the demons would have long ago overrun north central Avistan and beyond.

2 weeks ago:
The Fourth Crusade hasn’t really ended as much as petered out. Amid crippling shortages and record lows in morale among the crusaders, the Mendevian war effort teeters on the brink of collapse. Despite these conditions, the four of you have signed up for the war efforts, for whatever your personal reasons may be. You are based out of Kenabres, a fortified crusader city bordering the Worldwound. The interview to join up was simple and consisted of only three questions:
1. Are you willing to defend the ideals of Aroden and Iomedae and drive the forces of evil back?
2. Do you know how to swing a sword, cast a spell, or shoot a bow?
3. Are you willing to follow orders and die for the cause, if needed?

After you answered affirmatively, you signed your name and were escorted to the barracks and provided with a basic traveler's kit and rations for a week. Now two weeks later, you find yourselves on the front lines of the Crusade, cold and hungry, caked in mud and dirt and blood. From the original 50 soldiers attached to your unit, 10 have died in combat with lemures and other fiendish creatures (low-level threats) that are able to bypass the wardstones. By the quality of the recruits to your right and left, you can tell mercenaries, ruffians, and even criminals form the ranks. You are not sure if you can trust your fellow soldiers to guard your back in battle.

Present Day:
1st of Arodus 4713

The forty soldiers of your unit are gathered outside the city gates of Kenabres on a cold and rainy day. Your commander, Sir Lorian Durth, addresses you all and standing next to him is a figure you do not recognize: a tall male human clad in heavy plate armor, wearing a red tabard typical of the Mendevian Crusaders, and carrying a cavalry helmet in his left hand. Sir Lorian speaks, "Crusaders, it appears we have a special request from High Command. If your name is called, please report to Sir Ilivan of Nerosyan, who will brief you further. The rest of you, back to the front lines we go." The tall human unfurls a scroll and begins to speak in a loud authoritative voice, "Windi McConnell, Sarela Falrin, Jericho Darkleaf, and Tippy Fullbottle, report to me." You can tell Sir Ilivan says the last name a little with disgust. The rest of the unit marches away, leaving the four of you with Sir Ilivan.

Sense Motive DC 14:
Sir Ilivan is not happy with this assignment.

Sir Ilivan

You can dot and rp your appearance and introduction, as you have only seen each other in passing in a 50-man unit, although everyone remembers Sarela as one of the healers.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

A very muscular one-eyed half-elf steps into view from the ranks of the soldiers when his name is called. He has a bastard sword on his left hip, a morningstar on his right hip, a dagger on his boot, and 3 javelins on his back. He is clad in lamellar armor, which is covered in grime, but it does not seem to bother him. He walks with purpose, even though during his time with the unit, he has many derisive remarks and jokes about his one-eye. Yet no one in the unit was more aware of his surroundings than he. He looks at Sir Ilivan and remarks to himself, I will prove him and all other doubters wrong. "Darkleaf, here, sir."


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi is tall with her long blonde hair pulled back in a messy knot. Her slender frame is hidden under blood caked scale mail. when she arrived at Kenabres riding on the back of a cart her armor was prestine. Now the only thing that shines is her silver angelic ankh, the holy symbol of Sarenrae, that she keeps polished. Her scimitar hangs in it's dirty scabbard but she tries to keep the blade clean. She carries a morning star and hand ax, but those like her armor, are covered in chunks of flesh. Windi stands tall and if she had been able to bathe you would see that she is quite beautiful.

Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20

"Doesn't seem to happy to be here" Windi thinks to herself as she stands at attention in front of Sir Ilivan. She nods her head at the one eyed man to her left. Then absently rubs her wrists and waits for further instructions.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

At no point on his journey to the Crusade was Tippy ever pristine. People who are pristine stand out in places like Mendev (and most other places, too), and Tippy never stands out.

He hadn't known what to expect when the group of Starstone Brewers had set him on that riverboat and paid his fare to Mendev (with a little extra to make sure the captain put him off there and nowhere else). Meeting Jericho certainly hadn't been on the agenda, but he found himself enjoying the company of the one-eyed muscle man. Running aground on a shipwreck midstream, only to have his lifeboat veer off course and crash him onto demon-infested shores was definitely not top of his list. If it hadn't been for the angelic archer woman, he would surely have died. So his journey didn't go as planned, except he did end up where he intended after all, so it could have been worse.

He was certainly pleased to hook back up with Jericho in Kenabres, but accompanying him on his day, Tippy found himself quite accidentally enlisted in the Fifth Crusade. While never his first choice, enlisting would probably be worth big points in his bid to become a good person-the Brewers would probably approve.

After about the fifth day, Tippy was prepared to gut the next Starstone Brewer he met! Maybe he could claim the Brewer was demon-possessed--nobody would blame him then. Still, while was probably one of the most unlikely of Crusaders, once he equipped himself with a pair of cold-iron daggers, he was not ineffective, and he and Jericho made a good team. Being called back from the front line was a welcome change, nonetheless.

Hearing Jericho speak starts Tippy out of his reverie. Perhaps they are about to be discharged already. Tippy watches their new commander hopefully and eagerly.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela hadn't ever really shown a proclivity for martial combat. She'd learned to use the longsword when she was training to be a priestess of Iomedae, but her talents had lain more along the diplomatic and divine prayer route. Still, when Iomedae had told her to sign up for the crusade in a dream, she'd gone the next day. At first, some among her unit had looked at her as though considering making advances, but her healing had saved enough of them in the past two weeks that she was now better viewed as a fellow soldier, and less as a woman. She'd also used the longsword katas she'd been taught to further encourage and exhort her comrades to better stand in battle.

Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19

She'd always been good at reading others, and she could tell that Sir Ilivan wasn't pleased with whatever assignment he'd been given. Still, she'd signed up and had to obey orders, so she stepped forward when her name was called. "Sarela Falrin, reporting for duty," she said as she saluted Sir Ilivan.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Sense Motive: 1d20 + 4 ⇒ (7) + 4 = 11 Oblivious, I'm afraid.


Sil Ilivan grunts his displeasure, "So you four are the rookies I was sent to organize...such a waste of my skills. I should be on the front lines not babysitting initiates. Well, let's get this over with. It seems the higher-ups...actually I think it was Queen Galfrey's idea...well, whomever it was, they believe that specialized squads may be more effective than large military units. And it seems in your four, we have a scout, infiltrator, healer, and front-liner. So you're gonna get the special missions. The demons are not the only enemies Mendelev is facing. Cultists have sprung up all over the countryside and criminals and thugs are taking advantage of our focus on the demonic invasion to loot and pillage the surrounding areas. So, here is where you four come in. Two weeks ago, an envoy of dwarven diplomats from Highhelm set to arrive in Kenabres to discuss the ongoing trade and price of cold-iron weapon shipments disappeared. Scouts sent to search for them also disappeared three days ago. As you can imagine, the importance of trade of cold iron is supremely important to the future of this Crusade. If we cannot find these diplomats, Highhelm will not be pleased and may cut off future supplies. We cannot allow this to occur! From the reports we received by messenger pigeon, the last reported location of the scouts was Black Cougar inn, two days' ride SE of here. Your mission is to ride there, learn any intelligence possible, pick up the scouts' trail, and find the dwarves. I have procured riding horses for you. Don't take them into battle. They will get spooked. Any questions?" Sil Ilivan looks anxious to be done with the lot of you.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"How many dwarves and how many scouts?"

Tippy pauses uncomfortably, glancing at the others.

"Uh, sir."


Tippy Fullbottle wrote:

"How many dwarves and how many scouts?"

Tippy pauses uncomfortably, glancing at the others.

"Uh, sir."

"Oh...right. Three dwarves....from the Stonehammer Clan and their retinue, I imagine. Three scouts were sent but did not report back. I hope you meet a better fate."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"Me, too," Tippy replies almost softly enough not to be heard.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"With all due respect I didn't come here to dawdle around searching for bandits. I came hear to slay demons."

Of course Windi said nothing of the sort instead she feigned enthusiasm stating. "thank you sir for trusting us on a mission if such import. The traders and rangers will be found and the rabble dealt with. The light illumine you." The last part is added with sincerity.

Bluff: 1d20 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

"Is anything known about possible enemy movements in the area, sir?" Sarela asked, wondering if the knight had an idea of what they might encounter.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10
Tippy Fullbottle wrote:
"Me, too," Tippy replies almost softly enough not to be heard.

Jericho smirks at the halfling's comment, which his keen ears easily pick up. The halfling had been quite a companion to date. "We will do our very best to stay alive, Sir Ilivan, and we will find the dwarven delegation and bring them safely to Kenabres. We will not let you down." The ranger seems ready to start the journey.


Sarela Falrin wrote:
"Is anything known about possible enemy movements in the area, sir?" Sarela asked, wondering if the knight had an idea of what they might encounter.

"The path to the inn does not cross into the Worldwound, only borders it, so you should not run into any fiendish threats or at least none that you can't handle. May the light guide your path as well. Now get going and find those dwarves. Kenabres needs its cold iron shipments." Sir Ilivan pauses just enough to see if there are any more questions. Ponies are brought for you to ride.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy eyes the ponies skeptically, but with little choice, he vaults into the saddle, more through his natural athleticism than any degree of horsemanship.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela walks over to the ponies. She's a completely inexperienced rider, and she eyes the horses with some trepidation, but she is able to climb into the saddle with only minimal difficulty. Once saddled up, she salutes Sir Ilvan and prepares to ride off.


The party mounts the ponies and waves goodbye to Sir Ilivan, who waves back and then heads into Kenabres. He yells "I'll be at the Knightly Gale, when you have news." You recognize that as the name of a local tavern in town.

You head down a well-traveled road NE, the chill in the air signaling the coming of fall soon. The countryside is mainly hills and open fields, with the occasional trees or bushes. The next few hours, you pass some travelers on the road, most hailing you and asking you how far is Kenabres. Through normal conversation, you divine that most of the people on the road are making the trek to Kenabres for Armasse, the annual festival set to take place in 2 weeks. Traditionally, the day was an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. It is day of competitions and celebration, perfect for boosting warrior morale.

The next hours on the road are monotonous and you pass the time in chit chat with each other or in quiet reflection. What you do find odd is that you see no guards, no soldiers, no militia...basically no military presence on the roads whatsoever. It seems the Crusade has indeed drawn of all Kenabres' attention.

Near nightfall, you see a cloaked figure approaching you, accompanied by two small children, who grasp at the cloak. By the shape of the figure, it is almost clearly female. As she approaches you walking in the middle of the road, she stops 10' away from you and you hear a female voice say "Alms for the poor...please." The children, a boy and a girl of about 5-6 years old each, look despondent and their eyes are red and swollen, as if from crying.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

During the ride Windi rides quietly with her new companions.

Upon seeing the cloaked figure with the two children she calls out "please remove your hood so that I may see who is in need." She rummages through her coin purse and produces two silver pieces but waits to see if the woman complies before doing anything more.

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

There is a soft clicking sound from Tippy's direction, but he uses the pony's flank to keep the travelers from seeing the cold iron dagger release from its spring-loaded sheathe under Tippy's right coat sleeve.

SoH: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela smiles and says, "Oh, please do. By your voice, you must be quite a lovely woman. Tell me, have you had a hard journey?"

Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Darkleaf hops off his horse and walks toward the woman with a gold coin. "Are you and your children alright miss? We can help, if something is amiss." The ranger allows the cleric's words soothe the woman, while he holds the gold coin in hand.


The female figure reluctantly removes her hood to reveal a middle-aged woman in her late 40's. He face looks bruised with a swollen upper lip and black and blue bruises on her left and right cheeks. "Much thanks, strangers. I don't want to involve you in my problems...but..." She breaks down in tears in Jericho's arms. A few minutes later, she composes herself. "I am Magda and these roads are not secured. I was traveling the road with my husband and my children when we were set upon by bandits. They asked us for treasure, which we of course did not have. They killed my husband in front of me and took our wedding ring! Then they slapped me around before letting us go. And they did this....all in front of our children!" More crying follows. "We would appreciate any help you could provide us."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

An abundance of caution notwithstanding, Tippy eventually shoves the dagger back into its sheathe. "Where did this happen?" Tippy asks angrily.


"About four hours ago, along this eastern road. These bandits told me they attack with impunity and that no one would come investigate my husband's murder. They let me and my children live only by the mercies of the gods."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"They'd probably relish the opportunity to rob a helpless halfling traveling alone."


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

At the sight of the bruised woman Windi gasps and jumps down from her pony. "you say these men, these murderers, did this too you after taking all that you had. That they weren't content with your possessions, but needed to harm you as well, " Windi spits. "By the light we will bring you justice, by the light we will."

She turns to the halfling and asks "what exactly do you have in mind?"

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"I go alone up ahead, you three hang back within shouting distance. Cowards like that would avoid a group of four well-armed, mounted travelers, but an itty-bitty defenceless halfling...they'll at least want my horse."

"I probably will even give them the stupid thing."


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela listens to the woman's story and plea, and feels the tug at her heartstrings for the woman's troubles. However, they couldn't go out of their way to hunt bandits. If Tippy's plan didn't lure them to the group, they might not be able to help with bringing the bandits to justice.

"Do you think the bandits will still be in the same area? They could have traveled a decent amount of ground in four hours."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"I think the first group of people we came out here to help would have looked like they had a good deal of money, and banditry is as good of a reason they disappeared as any, so worth looking into."

Tippy hops down from the pony, removes anything that would identify it as belonging to the military, and reluctantly clubs back up. He misses his hair, and pulls his cloak to look a little askew.

Disguise: 1d20 + 5 ⇒ (9) + 5 = 14 He probably already looks like garbage from roughing it on the front lines for so long, but every bit helps.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"Yes, that sounds like a good plan. How far in front of us will you ride and this woman said that they attacked her four hours ago, although that was traveling on foot. And what will we do about her, we cant just leave her and her children out here alone. Do you have a place to go, where were you headed?" her last question was directed to the woman.

-Posted with Wayfinder


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

"Sounds like a good plan, Tippy. We can all see at night, if there is moonlight. And don't worry, I won't let anything bad happen to you!"

Jericho gives the widow and her children 10 gp.


The widow happily accepts the money. "We have no supplies and no food. I did not have any plans for the night. I guess, go hungry until the morn and then continue traveling to Kenabres. With this gold, we should be able to survive for a few days, until I can find job to support my children. If you see those bandits, please exact vengeance for my husband, Reginald." The woman thanks Jericho for his generosity with tears in her eyes.

What is plan for ambush? How far back are the rest of you hanging back? There is moonlight so people with low-light can see fine with no issues.


Bump.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

They need to stay far enough back to not be noticed. Given that they have horses, they could probably stay a hundred feet back and still make it to the battle with a double move.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Whoops, sorry. Lost track of this one.

Sarela nods in agreement with Jericho. "It's fortunate we do. Most humans can't see in the dark as well as I can. We'll stay back a bit. I know Sir Ilivan said the horses wouldn't do well in combat, but they should get us close to it. We'll give you a head start of around a hundred feet, and then follow you."

Sarela doesn't know she's an Aasimar (Scion of Humanity), she just knows she can see in the dark well.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

"I cannot see in the dark as you can, but I should be able to follow one of you just fine. " Windi adds.

-Posted with Wayfinder


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Jericho ponders, "Under the light of this moon, I can see as well as the day. However, I am not trained with these horses or ponies you speak of. I will follow behind Tippy, hidden in the shadows, and will cover him with my javelins and blade, if need be." The half-elf winks at the halfling and hands the reins of his mount to one of the aasimars.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

See above: Sarela does not know she is an Aasimar.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Once they are ready, Tippy heads forward alone, using his cloak to keep his daggers out of sight. His wrist sheathes make soft clicking sounds as he nervously releases and stows the daggers hidden within, then he realizes how much spin they make in the quiet of the night, and forces his hands to be still.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Twenty minutes into his walk, Tippy sees four men approaching, one of them wielding a torch. By this time, the sun has gone down and only the moonlight lights up the dark lonely road. In a creepy tone, one of men yells out, "Hey, little boy, whatcha doin' on the road all alone at night? Don't you know what happens to little boys alone at night?" Tippy hears the men laugh among themselves, as they continue to approach. They look like brigands, unshaven, with short swords at their sides, wearing grime covered leather armor. The four of them are currently 30' away and approaching quickly.

Jericho is in the nearby grasslands, ducking low. He is pretty sure at this distance, without sunlight, he is pretty safe from discovery from the four humans. The other two party members are waiting over the hill on their horses for Tippy's signal.

Any reaction Tippy? What's the plan? How close do you let the four men approach?


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Bluff: 1d20 + 5 ⇒ (13) + 5 = 18

"Oh, please, sir," Tippy replies in his best frightened little boy voice, "I've been trying to find me mum and brother and sister. Some brigands just attacked us and killed me da, and I got all lost. Can you help me find me mum, please sir?"

Tippy will slowly back away once the men get within 30 feet. He wants to make sure these are the same men (or at least that they're scum) before taking any action.

He keeps his hood pulled low.

Sleight of Hand to draw his boot dagger (using pony as cover) without being noticed: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26


"Some brigands?! Bah, these roads are our territory! Who's intruding on our turf and stealin' our silver and gold?! Answer me boy! What did they look like?! And stop moving! Don't make me hurt ya!" The four thugs approach, anger clear in their voice, hands on their swords. You see some stains of dried blood on their boots and cloaks.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Jericho waits patiently for Tippy's signal to engage, his sword gripped in both hands (if in charging range). If not, he waits with javelin in hand.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"I don't know. I wasn't there. Were they you?"

Tippy continues to back away, angling closer to Jericho's position.


"I don't know...we've killed quite a few people on this road. And ya ask too many questions boy. It's time we grabbed you and made you tell us all ya know and why ya keep yer face from us. Grab the bastard!"

The men, short swords drawn, move to grab Tippy. What now? The men are 40' from Jericho, so within charging range or a javelin throw at -2.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy slides off the pony right at them and his dagger is revealed. He brings it up right at the man's groin.

Stab!: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d3 + 1 + 1d8 ⇒ (2) + 1 + (7) = 10

"One twist of my blade and your buddy is pissing from a nub, now drop your weapons and back the hell off!" Tippy barks to the others.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

How loud is this. I realize that we are too far off to hear specifics but do we hear a ruckus?

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy isn't being quiet, that's for sure.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Once the men pulled out swords and approached Tippy with harm in their eyes, Jericho prepared his javelin and let it fly as soon as Tippy attacked! "Leave that boy alone or die!"
Javelin throw: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Tippy catches the man coming to grab him by surprise and stabs him in the thigh area, severing his assailant's femoral artery! The man screams in pain as he collapses to the ground, clutching at his thigh, but the wound is too deep and he passes out. The other scream "Holy sh*t!" and the anger in their eyes toward Tippy is plain to see. As they approach, one of them catches a javelin in the ribs from the grass area. Another scream of pain, as the man falls down to one knee, almost dead. The noise of galloping horses is heard as Windi and Sarela ride over the hill into view, spurred on by the thugs' screams. Tippy can clearly see an Oh we're screwed look on their faces now.

Initiative:
Thugs: 1d20 + 5 ⇒ (20) + 5 = 25
Jericho: 1d20 + 4 ⇒ (4) + 4 = 8
Sarela: 1d20 + 1 ⇒ (11) + 1 = 12
Tippy: 1d20 + 6 ⇒ (6) + 6 = 12
Windi: 1d20 + 1 ⇒ (16) + 1 = 17

Round 1: Thugs
The two fresh brigands see one of their men down, one severely hurt, and two knights suddenly ride into view. They run for their lives as a full-round action, moving 120' at the end of the round. The severely injured rogue drops his sword, drops to his knees, and covers the deep wound in his ribs with his hands, and whispers to Tippy, "My wound is bad..."

Party is up! I don't think we need a map.

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Congratulations to all selected...Let's have fun. Please finalize your characters for my review and format them for with vitals stats in the Race/Class tabs.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10

Thanks for the selection!


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Yay! I had done a version of this character a long time ago as a PFS character on the boards and was rereading the old campaigns reminding myself how much I enjoy him, so I'm really glad to be picked. And that was before unchained, and I've really been wanting to try an unchained rogue.

I think Tippy is done for review.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

How does the game start? From what little bit I know of the AP, I think it starts with some kind of public gathering. Do we all know each other or do we just happen to be together?

Tippy is on the path of redemption, but given how little money he has left after purchases, he might be there to do a bit of pick-pocketing.

Or, since he's trying to redeem himself, he might have attached himself to a paladin, like Windi. Of course, he might be there for both, if Windi didn't keep a close eye on him.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Thanks for the selection! I'll admit, I didn't think I was going to make it in. I think I have everything in Sarela's Profile ready for review. Let me know if I"m missing anything!


Tippy Fullbottle wrote:
How does the game start? From what little bit I know of the AP, I think it starts with some kind of public gathering. Do we all know each other or do we just happen to be together?

I have an alternate start to the AP in mind. Would your character have joined the Crusade to fight against the demons? I am thinking you are all selected to be part of a military-type squad. Works for you all?


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

If he attached himself to one of the other uber good PCs as a mentor for his road to redemption, he would have joined their unit. Either Windi or Sarela would be good choices.

Tippy is angling for NG, but he isn't there yet. Hopefully some LG folks would be willing to help him get there.

Edit: for that matter, Jericho has traveled to Kenabres from the south like Tippy, and he's semi-sneaky, so he might be the best fit as mentor.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi is reporting in. I ended up choosing Touched by divinity for my trait and Still have to grab another feat. Windi is of the mindset that as long as you want to kill demons it's okay if you aren't good. She would chastise Tippy for doing something bad, such as pick pocketing, but wouldn't necessarily force him not to. Does that makes sense? Windi was originally built for a group that had some evil PC's in it and thus isn't you typical holier than thou paladin.


Gameplay thread is up.


Ranger 1; HP: 13/13; AC: 17/13/14; CMD 18; Fort +4, Ref +4, Will +1; Init +4; Perception +10
Tippy Fullbottle wrote:
Edit: for that matter, Jericho has traveled to Kenabres from the south like Tippy, and he's semi-sneaky, so he might be the best fit as mentor.

I have no problem with that...Tippy and Jericho could have met on the boat ride.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

So I took Quick Draw for my last Feat. I guess she is done.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tip y'all boat ride north is when he got on the wrong side of the border (boat crash) and had to be rescued by the mysterious archer (Chance Encounter trait). Is there some way to include Jericho in that? Maybe they all had to abandon the riverboat in two life boats and they got separated. Jericho's boat made it to Mendev while Tippy's boat washed ashore on the western bank.

Then they met up again after Tippy's rescue.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Before we really get into the thick of it can I change my scimitar to a cold iron one? Tippy's gameplay post reminded me that I meant to do that.

-Posted with Wayfinder


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Hmm...Sarela isn't precisely the more militant kind of cleric, but she would be okay with it. It would be a learning and growth experience for her.

Windi, which deity do you worship?


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Sarenrae

-Posted with Wayfinder


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy still has another bonus language. He has Common, Halfling, and Hallit (a language spoken in the River Kingdoms). Anybody have any suggestions? I'm thinking Elven.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Hallit's the language of all the Kellid tribesmen - comes in handy when dealing with refugees from Sarkoris as well. If Elven makes sense for Tippy's background, go for it.

Windi - Okay. If it was Iomedae, I would have asked if we wanted to tie our backstories together.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Halflings don't have a lot of options for bonus languages. I'm sure at some point he'll spare a skill point to learn Abyssal, but not yet.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Any word on this game?

-Posted with Wayfinder


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

I think we're waiting to see the results of my prayer to Iomedae.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

I figured that was just a big bluff. We know she doesn't have any power in that way, but the bandit didn't, so it might make him think twice about robbing anybody else.

I'm good to keep moving towards the dwarves/scouts.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Oh, it was. I just want to know if he believed it or not.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Question: half-elves are treated like humans to qualify for feats, etc., but does Jericho count as human for Tippy’s human shadow racial ability?


Tippy Fullbottle wrote:
Question: half-elves are treated like humans to qualify for feats, etc., but does Jericho count as human for Tippy’s human shadow racial ability?

I would rule that you only get +1 bonus as he is half human. :)


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

So whats our next move? I feel like we've all the information we can get from these women. Do we want to go to our respective rooms? Are we going to try and calm the horse in the night? Or just sleep ubtil morning. Or other ideas.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela is not built for stealth, if people are thinking of going to calm the horse in the night? Perhaps it would be best if she stayed in the room - it doesn't make sense if everyone goes down to the stables in the night.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

Windi isn't either, but I believe she is the only one with handle animal.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

The stables need to be explored secretly. Somethings going on. It must get be a red herring, but still needs to be checked out.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

I will be traveling this weekend, and only on mobile. I will try to post, but you may need to bot me.


Human Paladin HP: 13/13 AC: 19 TAC: 12 FF: 17 F:+5 R:+2 W:+5 Init; +1 Per: +3

I know the holidays have been crazy, but is it safe to say that thisbgame is over?


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

I don't know. I'm still here.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Still here.


Hey all, sorry for my absence. Work and baby and New Year had me very busy but I am back now. Hope you all still want to continue.

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