Death of a Boyar

Game Master HarbinNick

Set in Mir, a heavily Slavic, Arabian Nights, and E6 influenced world.


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Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"He's been dead a week, maybe two. It's hard to tell without knowing exactly what was done to him." Garian stands back up and brushes off his knees, "We should keep moving. The smaller fork north wasn't it?"


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

”I think you’re correct Garian. Let’s leave this desecration behind. When this errand is finished, I’d like to return and help build a new shrine. Maybe bring a stained glass window of Mokosh’s symbol. Same positions as before right?” He remounts his horse, holding the reins with his right hand and his bow with his left.


Yes, it was
-The north fork is a little used track, hardly more than a path, and only a foot wide. It crosses open country, mostly tall grass, about knee high, with scattered birch trees.
-However, you find repeated, every 30 to 50 m another head impaled on a stick. Some are recent as a few days old, while others are simply skulls. These grisly totems seem to mark the trail to the tower.
-In the distance you see the tower, it is about 80 feet high, and looks, from a distance, to be in fairly good repair. You are too far away to hear any sounds coming from it.


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

With each posted head, Frunthpyllin becomes more quiet and focused on looking for danger and an effective escape path if they are ambushed again. In the open country he feels it could come from any direction.

Once the tower comes into view, he stops his horse and says, ”I doubt we could sneak to the tower with only the grass and scattered birch trees for cover. Should we wait for night? My footsteps are fairly light, but I don’t typically practice any sort of stealth, especially in rural areas.”


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

"I think we should get off the beaten path and camp for the evening. Give us times to tend our wounds and approach at dawn. These Black Dogs seem to be the type that would thrive in a night battle. But I will yield to the party in this matter."


Male Aasimar (Musetouched) Warpriest 1

Night is preferable, my darkvision gives me an advantage over any humans.


Knowledge nature DC 5:
If the Black Dogs, do indeed have black dogs, the dogs will smell you/hear you, just something to keep in mind. And sorry Scent in pathfinder is better than in real life.


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

Knowledge Nature (Untrained up to 10): 1d20 + 1 ⇒ (19) + 1 = 20

May I use Know Religion to know if the Black Dogs typically travel with said dogs?

if so

Know. Religion: 1d20 + 1 + 1 + 3 ⇒ (19) + 1 + 1 + 3 = 24


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"Unfortunately, not all of us can see in the dark as well as you Asad." Garian replies regretfully. Turning to Vuk, "Are you still suffering from your wounds? If so, we should pull back a mile or so and allow you to rest the night."


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

"My wounds will heal, though Loral is still in rough shape and though a brave horse, she could stand for some rest."


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"Very well. Lets fall back a ways and find a place to rest. We will need a place to picket the horses anyway."

Garian will look for a campsite away from the road and well out of sight of the tower.
survival: 1d20 + 6 ⇒ (20) + 6 = 26


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

”Yes, let us rest a good distance from the tower,” Frunthpyllin says as he follows Garian in looking for a campsite.

”A fire would be too visible I imagine. What do you think Garian? I had hoped to have a cup of tea, but the wilderness requires hardships.”


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"It's still light out. If we can find dry wood to keep the smoke down we could probably risk a small cooking fire."


Way to waste a twenty
The wood elf quickly finds a spring of pure water, several dry pre cut logs, and a rabbit throws itself into the stew pot.
At this point I think only somebody with an INT of 5 wouldn't know that the Black Dogs do indeed have war dogs.


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

way to rub it in :-)


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"We had best keep a close watch tonight. They may loose their dogs to hunt after dark." After everyone has eaten Garian will bury the fire. Before the night comes he will tie string across the obvious approaches to the camp and hang dry branches from the string. If the string is tripped over or cut it should make enough noise to provide some warning.


Male Aasimar (Musetouched) Warpriest 1

Allow me to take first watch then. They probably patrol their lands here. Let us hope they do not get our scent.


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

Vuk sits to the side, within earshot of his companions conversation, but far enough away that he can tend to his horse. He uses the cool spring water to wash her wounds. Cooing soothingly as he does.

"Easy Loral, I'm here, tis just water, to keep infection from setting in. Easy, rest now, lay down in the cool grass."


-Around the time the moon rises, you hear the sounds of dogs barking, from the distance, and guess that it is feeding time at the kennel. You'd guess there are at a half dozen large dogs,more or less based on the noise.
-Will anybody scout the area at night, or do you wait for dawn?


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

“Those dogs bark fiercely. What are we going to do about them? And What about guard duty? Usually, when traveling with my fellow workers, I’m middle watch. Is that alright for you?” he asks, looking at them each in turn.

”Sir Vuk, since you were injured I think you should be excused from night watch. I don’t aim to slight your endurance, nobility, discipline, or manliness. I simply mean you need rest to heal.”

Sitting on a log, the city elf sharpens his rapier. ”I say we scout ahead in the morning. Just before dawn.”


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"Agreed."


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

Vuk nods.

"Thank you for your concern. I can take morning watch once I get a good night's rest. I do not wish to be thought of as one of those nobles who is too afraid to do his common duty as well."


Vuk regains hp as normal for 8 hours rest
Could I have roles for who ever will undertake a scouting/recon mission at dawn? Stealth, Survival, and Perception checks.


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Stealth: 1d20 + 3 ⇒ (13) + 3 = 16
Survival: 1d20 + 0 ⇒ (17) + 0 = 17

Frunthpyllin discusses with the others how they will scout: individually or in a group, what time they will return to camp, and who will remain here. Before setting out on the scouting trip, he practices walking softly and eats a light snack.


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"Two of us should scout. I can accompany Frunthpyllin unless someone else wishes to."

If Garian goes:

stealth: 1d20 + 6 ⇒ (16) + 6 = 22
survival: 1d20 + 6 ⇒ (17) + 6 = 23 (+1 tracking)
perception: 1d20 + 8 ⇒ (9) + 8 = 17


Male Aasimar (Musetouched) Warpriest 1

Asim will awake have some water and a some rations while awaiting the scouts to return.


Nice scouting rolls
-The two scouts get within 100m of the tower, using the long shadows of dawn to their advantage. The tower is a large structure, with a single iron door at the base. There are no windows for the the first 4m, meaning it will be difficult to get inside. The tower is 15m high, and 5m wide, and circular.
-You stay downwind from the kennels, which are built in a covered lean-to against the east side of the tower. You see several sleeping war dogs, which are indeed black, and the largest dogs you have ever seen. They wear spiked collars, but are not chained. The dogs coats are in excellent condition, and their noses look moist.
-Based on the path worn into the ground, it would seem the tower sees patrols come and go at least once a day, and there is white smoke coming from one of the windows, likely a charcoal fire.
You can retcon for more details, or return to camp


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

Garian will look at Frunthpyllin and raise an eyebrow questionly. He'll point towards the tower and then back towards the camp and shrug.


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

Frunthpyllin points back to the camp, making a talking gesture with his hand.

Once back at the camp he tells the others, as he sketches a map in the dirt of what he and Garian saw, ”The dogs are huge! Easily the biggest dogs I’ve ever seen. There were several sleeping, but I couldn’t tell exactly how many were there. They are in a lean-to on the eastern side of the tower. The tower itself has an iron door, and no windows below a height of four meters. It appears circular, five meters wide and fifteen meters tall. A well worn path shows signs of at least daily patrols.”

The city elf nods at his crude map. ”We could try to ambush a patrol a good distance from the tower. That would lessen the defenders there. Any ideas how to handle the dogs?”

Can we see if the windows are big enough to climb through or are they more of thin openings for firing arrows onto attackers? Also was there a window above the kennel, so that if we were on the kennel’s roof a tower window would be accessible?


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"Poisoned meat would be best way to take care of the war dogs. I can hunt for the meat, but I'm fresh out of poison."


The windows are narrow, only 6(15cm) inches wide, though almost 1m high. They are indeed intended as arrow slits, and for light and ventilation, not access.
-The kennels are simple wooden structures, with a roof, but they are open in the front, the kennel gates are about a 1m high as well. The dogs are kept in as much by their defensive training, and lazy nature, but could likely jump the gate should they wish to.
-You can make a knowledge nature check to decide what herbs, mushrooms or natural ingredients would make a a digestive posion.


Chinese National Day Holidays, so slow posting from the DM as I will be going on vacation for a few days.


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

One of the skills I should have put points into but didn't :-(

Knowledge Nature: 1d20 + 0 ⇒ (13) + 0 = 13


Male Aasimar (Musetouched) Warpriest 1

Ambush sounds like the most sound tactic. Can you get cloese enough to track a patrol trail? If they follow the same paths we could follow one until we find a good ambush point. From there we wait.


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

"An ambush will be difficult with those dogs," Vuk chimes in. "Their noses will uncover our plot before they are ever in arrow range. If we plan an ambush, those dogs must be neutralized."


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

”Oh, we forgot to mention it earlier. There was smoke at the tower so somebody is there. You’re right about the dogs Sir Vuk,” Frunthpyllin says, tapping his stick against the ground as he thinks about herbs that could neutralize the dogs.

Knowledge (nature) untrained: 1d20 + 3 ⇒ (15) + 3 = 18

”Whenever we do attack, we’ll be facing dogs. The question to me is would we rather face them all at the tower, or perhaps some in an ambush. I understand, the ambush won't be effective unless we can minimize the dogs -- or at least mask our scent enough. Wherever we attack a patrol, we should be between them and the tower.”


-The elves think they could pick some toxic mushrooms to sicken the dogs, but are not sure how effective, or how long the symptoms will take to show. There is also the issue of getting meat to the dogs, without them making noises.


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"I can catch a couple of rabbits and once their properly dosed with the mushrooms I'll toss them a ways upwind from the kennel. The dogs will smell the fresh meat and investigate on their own.

Hunting: survival: 1d20 + 6 ⇒ (3) + 6 = 9 (Hmmm, take 10?)


I have been unclear, but the dogs are inside the kennel, they could, if angry, jump the gate, but somebody will need to open it for them. Imagine the kennel as a 'U' shape, closed on three sides, with a waist high gate on the open end...


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

Garian can toss the meat close enough to the run that they will be able to pull it inside


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

Following the trails yesterday, did Garian or anyone else notice dog tracks? Perhaps the Black Dogs don’t typically patrol with their canines, so our plans for the ambush won’t more challenging than they already are. Thanks for the clarification of the kennel.

”While Garian and I look for the mushrooms, we can also look for dog tracks along the paths they use. Maybe there is a patrol without any dogs.”


Using the earlier survival roles
The patrols are along the very path that you used to get to the area, there are horse tracks ,some old some recent, along the trail, and so many that it seems the trail get's heavy use. You notice that right now, there are no signs of any horses at the tower, so it is posible that the main force is out, and only a few people are left to defend the tower. This would explain why you haven't noticed much activity from the tower.


Male Aasimar (Musetouched) Warpriest 1

We can always set our own ambush/trap. It would require someone to be bait. Get close to test their defenses and hope the give chase into our trap. We have horses so outpacing the dogs should be simple enough, but if they give chase it would be our chance to deal with them with their masters following somewhat behind. Just a suggestion. What do you guys think?


Male Human (Cheloveki) Cavalier 1 (Emissary) HP 7/12, AC 16, T 11, FF 15, F +3, R +1, W +2, Init +1, Perception +2

"It's a good plan. Perhaps, I could ride up. My station might allow me to bluff my way past at least any perimeter resistance and Loral is used to riding hard."


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

"Sounds good. Let's try this stuff on the dogs first."


M Elf Rogue (Investigator)/1 [HP 8:8 | AC:15 T:13 FF:10 | CMD 13 | F:+0 R:+5 W:+0 | Init: +3 Per: +5]

”Let’s get started finding those mushrooms,” Frunthpyllin says, scratching out the map he had sketched in the dirt. ”Do you want to select the location for the trap?” he asks Asim and Sir Vuk.


Male Aasimar (Musetouched) Warpriest 1

This main path will do. The idea is the dogs give chase and have enough seperation for us to deal with them and then deal with the men remaining. If we only had some shovels I would suggest digging a deadfall, but I don't know if we have the time or resources. So a simple flank should do. Archers in the trees to rain down arrows. The rest of us on the ground to clean up.


Once you all agree on a plan, you can put it into action, I'd suggest bluff or diplmoacy on Vuk's part, and stealth rolls for the scouts. Also some text to describe your actions.


Male Wood Elf Ranger (guide)/1| AC 17 | HP 10/10

So Garian delivers the poison meat to the dogs. We wait 15 min or so for it to take effect. Vux rides up to tower and draws out the defenders and lure them back to the ambush site. Anything else?


Male Aasimar (Musetouched) Warpriest 1

Seems like thats it, Can't we just take 20 on our hiding spots ssems like we should be able too.

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