GM Phntm888's Way of the Wicked Campaign - Group 2 (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Aldencross
Balentyne
Calendar
Balentyne Map
Victory Points: 0


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Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

"Oh I blaspheme every time I'm seen. Treachery... they betrayed me first... I was happy staying in my ruins and only ventured out when I needed their dead for my magic... I did nothing to those that left me alone... Those that bothered me, well fresh dead is better then old dead." Looking at both Tatie and Geb, he nod to them in resepect.

"I understand your faith, I'm not interested in your Lord, but he is offering me the chance at the power I need. If he can accept someone working for him in the pursuit of necromatic power, then I can accept being a pawn in his schemes.. Wraith finishes that sentence with his companions mentally...For Now..

"So in their eye's I guess I am a traitor for not liking the norm... Now about that useless minion of yours...Can I have his bones?

Diplo for Bones: 1d20 + 1 ⇒ (14) + 1 = 15


Jezabel says, "They didn't like that I coped with famine by eating other people. So, they called me the Forsaken and were going to kill me. I'm going to do the same to them." Here she pulls up her sleeve and shows her brand to the Fire-Axe, having refused to use her iron circlet the entire time in camp.

The Fire-Axe nods and says, "We all have our scarsr." Here, he moves his breastplate aside to reveal they symbol of Asmodeus burned into his chest. "You may have the bones, wizard, if you can find them anywhere in the revelry outside. Do not let my people see what you do - they are superstitious by nature, and would not take kindly to it."

Leaving Wraith with permission and a warning, he takes in the rest of you, and says, "You have more in devotion to Cardinal Thorn's cause than that boat captain out there, and I sense you are curious. If you have any questions of me, I will answer them, but you will answer my questions in exchange. Do you agree?"


GM Phntm888 wrote:
Jezabel says, "They didn't like that I coped with famine by eating other people. So, they called me the Forsaken and were going to kill me. I'm going to do the same to them."

Well, that was refreshingly concise. Perhaps she's been possessed by a modron.

GM Phntm888 wrote:
"You may have the bones, wizard, if you can find them anywhere in the revelry outside. Do not let my people see what you do - they are superstitious by nature, and would not take kindly to it."

Geborah nods to the wizard, and silently conveys, See if you can find the bones of one of those great bears. Or better still, a hill giant's. They must have an ancestral burial ground around somewhere.

GM Phntm888 wrote:
"You have more in devotion to Cardinal Thorn's cause than that boat captain out there, and I sense you are curious. If you have any questions of me, I will answer them, but you will answer my questions in exchange. Do you agree?"

Geborah smiles. "Agreed. I shall be glad to hear the story of how you met His Eminence, and how you serve his cause. The seal on your chest marks that you are devoted to Asmodeus--have you signed a contract with the Cardinal? Is that axe you bear a sign of his favor?"

"I am also curious to hear your plans for after the tower falls. Do you plan to hold southern lands with your forces, or to raid and retreat to northern fastnesses, drawing the Mitrans out after you?"


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

"I for one am more interested in how you do what it is you do," Tatienne says, enjoying the sensation of sitting ramrad straight in her chair after so much time aboard the Captain's ship. "How is it that you whip the rabble under your command into such a coherent - and formidable - army?"


"We should also share information about Balentyne tower and Aldencross. Before he gave himself to the Dark Prince, Balam's squire Timeon was a native of the town, and visited the fortress. He might be able to add to your maps of the area--we would like a copy of them ourselves. He told us that the top of the tower is a rookery, from where the Mitrans can send ravens to alert nearby allies in case of an attack. We'll plan to eliminate that threat, of course. What else can you tell us of their organization?"


The Fire-Axe hefts his blade. "Indeed, this was given me by the Cardinal. I was exiled from my tribe, wounded, an egregious burn on my chest. I staggered through the north, delirious, until the Cardinal found me. He offered me survival and glory in exchange for my service to Asmodeus. I accepted. My burn scar changed into the symbol I have shown you, and the Cardinal raised me up. He gave me the tools I needed to bend the bugbears to my will, to forge them into an army that will ravage Talingarde, leaving blood and fire in our wake. You ask how it is that I can forge the rabble into a coherent, formidable army? I gather their strength by offering that which they most want - dead Talireans, and vast fortunes. They will follow and fight for that. I will not be able to control them forever, though, without battle - bugbears are chaotic and unruly by nature. We will not turn back to the North after we attack - if we do, the Talireans will just re-fortify and be glad the destruction was so limited. We shall push south through the island, leaving nothing but death and fear behind us. Perhaps we shall even be successful enough to destroy Matharyn." He seems rather morose at that last, but turns his attention to Geborah's question.

"The fortress of Balentyne is in two parts, separated by a deep, impassable ravine. There is a three-story gatehouse on the northern side, well-armed and outfitted with siege weapons, and two bridges across, one to the first floor, and one to the second. The only way to the second and third floors of the guardpost is across the upper bridge from the southern side. If the first floor is taken but not the second, and my people cross the bridge, archers above will rain death upon them. Balentyne patrols the surrounding area on the southern side, as well as the shore of Lake Tarik, but they rarely send patrols north, instead relying on lookouts."

Fire-Axe pulls a signal rocket from under some furs and fixes each of you with a stare. "Tomorrow you must depart my camp. It will never be truly safe for you here. Over the next week, more tribes will rally to my banner. I will promise them blood and give them steel. Then at last will I be ready to march. A week after that - I will be poised to strike. I will move my horde into the valley north of Balentyne. There we will wait for your signal. Fire this rocket into the air. Within the hour, we will attack. Make sure that the way is ready.

"After we gather, my horde will be idle and start to grow anxious. I can hold them together for another two weeks after we reach the valley. After that, I expect desertions and squabbling. Get your work done before then. You have one month to infiltrate and destroy Balentyne."

He hands Geborah the signal rocket, then stares straight into her eyes, very stern and serious. "Can you do this? In one month can you break the Watch Wall?"


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

"A month to break the Watch Wall....I like a challenge!' Wraith seems enthusiastic about the death about to commence.

@GM:
Wraith is gonna wait till late into the evening/early morning before seeking out the bones. Based what Fire-Axe himself said. Weakness isn't tolerated, means he's either dead or dying somewhere or possibly holed up somewhere.


Wraith:

Okay. Give me 2 Perception checks, an Intimidate check, and a Stealth check. Then, narrate how you go about searching for the bones. I'll determine the outcome based on both the results of your checks and your narration - including whether or not you have any challenges from other bugbears.

A good Narration will make up for low rolls, but high rolls will not necessarily make up for a bad Narration.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Wraith's Epic Adventure....Hopefully:

Perc 1: 1d20 + 3 ⇒ (14) + 3 = 17
Perc 2: 1d20 + 3 ⇒ (8) + 3 = 11

Intimidate: 1d20 + 1 ⇒ (3) + 1 = 4
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17

Wraith skulks the darkness, searching for the bugbear or really any bugbear mistreated by the horde. If challenged by others he will use the name and protection of the Fire-Axe. If that doesn't work he will threaten to curse the horde to fail in its war.

Baring that if they approach and seek interest in what he's doing. He will tell them that he's following an ancient tradition of his family. Sacrificing one of the weak of the tribe to evoke the spirit of a dragon. Giving the tribe the dragons spirit, rage and dragon fear in battle. If asked why the weak, its so that they may regain lost honor in the tribes eyes.

The ritual will involve Jezabel, Wraith will seek her out to help with dissembling of the body. After which the blood and meat are to be ground and mixed with several easily found spell materials. The bones he tells them must be buried in the enemy base to aim the rage at their enemies. The final task is for Wraith to draw the runes of power with this "ink" on them. When they are within 10 miles of the bones they will feel this draconian might.

Bluff: 1d20 + 4 ⇒ (19) + 4 = 23
Arcana (to make the ritual more authentic): 1d20 + 10 ⇒ (3) + 10 = 13

Wraith after this may have to offically look into this ritual....


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Oh yeah:
Oh yeah...if it seems to much hassle, then I will fall back to the group and bide my time.


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GM Rolls:

Perc: 1d20 + 8 ⇒ (2) + 8 = 10

The Fire-Axe grunts and nods. "Thorn has faith in you. He wouldn't have sent you if you weren't his best. Do this, and your names will be legend. Now go. Hail Asmodeus!"

As you leave the audience with the Fire-Axe to return to the Frosthamar, you see Grumblejack and the ogress. First, she throws a spear at him, causing a minor wound. Then, Grumblejack pulls the spear out, licks the blood off it, and breaks. They then attack each other, wrestling fiercely until Grumblejack gains the upper hand and the ogress runs away. Grumblejack chuckles and says, "What a woman."

Upon being told to return to the boat, Grumblejack looks a little crestfallen.

Wraith:

As you depart the ship to find the blinded bugbear and his bones, he hears Odenkirk mutter, "I'm not getting paid enough for this...look at that one's eyes, the leaders. He's smart - always plotting. It isn't natural - bugbears shouldn't be smart." Seeing the wizard leave, he says, "Oy, if you ain't back here by the time I'm ready to leave, I'll leave you here, and the bugbears can eat you for all I care."

The night cloaks you, and you're able to avoid the notice of any other bugbears. Eventually, you find the one you blinded, huddled in a tent, breathing heavily, trying to avoid notice. You sneak up on him, quiet as death, and stab the bugbear in the throat. It falls with a gurgle before dying. Of course, now you have to get the body back to the boat. Fortunately, there's this now-abandoned tent that should be perfect for such use.

After hauling the body back to the boat, you and Jezabel get to work disassembling the body, Jezabel singing songs about the butchery as she goes. Some bugbears approach, for there is no hiding the butchery. They seem to believe you about the ritual, and take the meat to make the necessary ingredients. You hear them talk about hoarding the meat for themselves, so they become great bugbear warriors.

You now have a complete Bugbear skeleton, albeit one that's still a little messy - it is quite difficult to clean all the meat off bones without boiling them. Odenkirk tells you enough is enough, and it's time to get aboard. He's leaving.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Wraith has a smug look on his face as his en devours paid off, even happy enough to join Jeza in a celebratory meal over the work. A creatures eyes and heart hold the souls, and are quickly devoured....raw of course.

Once done Wraith adds the bones to his bones box,knowing when he gets to a safe enough place and have a chance, he'll start he dark work on the former paladin of Mitra and the bugbear. Both should be excellent guards in the near future, but an army of two is no where near enough and where he's heading, at best they can be guards for a hideout.


GM Phntm888 wrote:
He hands Geborah the signal rocket, then stares straight into her eyes, very stern and serious. "Can you do this? In one month can you break the Watch Wall?"...

Geborah weighs the rocket in her hands and smirks, savoring the thought of the fiery eruption it holds. "A month? Your forces had best be ready when we send the signal, Fire-Axe, because if you dawdle, we're like to conquer the whole region by ourselves."


GM Phntm888 wrote:


Upon being told to return to the boat, Grumblejack looks a little crestfallen.

Back in her disguise, Geborah silently polls her pactmates. Grumblejack is a liability in our infiltration mission. Perhaps we should have him stay with the horde and meet us when the tower falls?


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Tatienne smirks as the ogre laments. "She seems lovely, dear."

Turning her mind to the knot, she concurs with Geborah. I concur. Let's lend his might to the Fire Axe. We can also use the ogre as a spy while he is gone. Though he probably shouldn't know it.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

So be it, in a population of humans he would stand out... The same can be said at this time for making my undead minions.


"Gigantic Grumblejack, there's something we should talk about."

"When we were escaping from Branderscar, you asked me a question: Who is this Asmodeus? Well, you've been around me and Cardinal Thorn's other agents long enough that you must know the answer--Asmodeus is our god. And I've come to believe that Asmodeus holds you in special favor."

"Just look at the good fortune Asmodeus has brought you. You were freed from prison and torture, and given a chance to smash your enemies. Since you met us, you've known nothing but glorious battle and a full belly. And now, it seems, Asmodeus has led you to a...female..of your own kind, who seems to...appreciate your...maleness. As one of the Dark Prince's priestesses, I think the signs are clear: You should stay here with her. For now, anyway, until battle is joined and you are needed to smash once more. Perhaps on that day, she will be smashing by your side."

"I will miss having you at my side, Grumblejack, but I have faith we will be reunited in about a month, when we crush the enemy together. I have a gift for you, meanwhile. I'm sure you are grateful to Asmodeus for all the blessings you've received along the path He has laid out for you, so I'm going to teach you a simple prayer to the Dark Prince so you can express your gratitude--after all, you want to stay in His favor, don't you? Repeat it every day at nightfall, and Asmodeus, Lord of Darkness, will be pleased--and so will Sakkarot Fire-Axe, another Asmodean, if you are clever enough to recite your devotions where he can hear."

"This is what to say: Asmodeus, Archfiend, King of Hell and Prince of Darkness, make of me an instrument of Thy will."

Geborah helps Grumblejack practice the simple, short prayer for as long as the ogre is willing. Then she pats him affectionately and bids him farewell, giving him the golden Mitran holy symbol from the patrol ship captain's cabin as a parting gift. "The gold is soft enough that you can squeeze it in your fist into a bauble to give your...female. The blessings of Hell go with you!"


At first, Grumblejack looks confused at Geborah's speech to him, but then his eyes light up when he realizes you're asking him to stay with the horde. "Okay. Grumblejack can do this. Will join in smashing Mitrans with army. Say words, 'Asmodeus, Archfiend, King of Hell and Prince of Darkness, make Grumblejack an instrument of The will' every day." He takes the symbol and holds it in a large fist, before whistling as he leaves.

It is yet dark when Odenkirk has the sailors cast the ship off. The bugbear camp is quiet. "I don't want to risk the Talireans seeing us, or those savages deciding to eat us after all. I'll drop you off on the southern shore, and we'll part ways."

Mist shrouds Lake Tarik as the Frosthamar crosses the lake. Occasionally, you hear what sounds like a huge splash, almost geyser like. If you ask, Odenkirk says, "Lake Tarik sometimes explodes. That's why the savages don't just cross it to invade, and why the Talireans can leave the entire shore unguarded. It also keeps all but the most skilled or reckless crews from crossing the depths and not just hugging the southern shore, which means we won't run into any other boats either."

Finally, after a couple of hours, with the first light of dawn just barely beginning to come above the horizon, the Frosthamar gets close enough to shore that Odenkirk can come in and set anchor, placing the gangplank onshore. Turning, Odenkirk gruffly says, "Well, off you go now."

Odenkirk and his men are unaware of any plans of betrayal - you may each take a surprise round action. Whoever was going to be acting for Grumblejack, with him not here, may control Jezabel.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

GM, I think we'd be coordinating before the betrayal via our mindlink. Is it OK to start Taty for this fight buffed?


Sure. If you want to coordinate via Bonded Mind, I'll give you time to do that before you take your surprise round actions.


Thanks for setting up the map of the Frosthamar with the gangplank and everything, GM. I moved our characters into possible surprise round positions; everyone will want to check those to see if they're comfortable with them.

As the ship crosses the bay, Geborah confers silently with the Knot. Without Grumblejack, overpowering Odenkirk and his crew becomes more difficult. He is a physically powerful man--perhaps we should rely on mystic power, instead.

I propose that Jezabel and I bewitch him by surprise, as Balam glowers and fumes to cow him and further sap his will. Then, before he can berzerk, I can bind him with a spell, leaving him helpless for a short time--but long enough for Balam and Timeon and Tatienne to end his life.

Translation: Jez and Geb can use the surprise round to put Evil Eye (-2 to saving throws) and Ill Omen (next d20, roll twice and take worse result) on Odenkirk while Balam intimidates him (-2 on saves). Then Geb hits him with Hold Person--I'll use a villain point to boost her initiative--and everyone who's near does a coup de grace. Sound good? I think the crew will be easy with him out of the fight.

There's a chance Odenkirk will resist my binding, meaning the fight will be bloody on both sides. But there's also the chance that Jezabel can tire the Captain with a touch before he can call up his mad strength, or Wraith can blind him, greatly shifting the odds in our favor. What say you?

GM Phntm888 wrote:
...with the first light of dawn just barely beginning to come above the horizon, the Frosthamar gets close enough to shore that Odenkirk can come in and set anchor, placing the gangplank onshore. Turning, Odenkirk gruffly says, "Well, off you go now."

Geborah nods. "Thank you, Captain, you have delivered us as per our agreement. I believe the coast is clear...but a simple spell will reveal any hidden enemies."

Geborah takes this opportunity to cast Shield of Faith on herself before the surprise round begins--I assume this is when you said Tatienne may buff?


Yes, it is.


Tatienne? Wraith? Anything?


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Sorry! Thought I'd posted!

Tatienne nods to the Captain as he bids them farewell. "In my culture, it is customary to wish sailors good luck on their next voyage," the relic hunter says, smiling faintly at the thought that her wished luck would be used only in their journey to judgement.

Making the rounds on the ship, she clasps each soldier's hand, and in the Infernal tongue, gives them a quick benediction.

Infernal:
"May your next voyage, wherever it may be, be fruitful. May your have the self-reliance to pass the tests given you. May the First take pity on you if you do not."

As she goes, Tatienne concentrates, willing herself to be stonger and quicker, her weapons heavier and more accurate.

Buffs: Lead Blades on +1 trident (26 rounds), shield (27 rounds; AC 21), expeditious retreat (8 rounds), legacy weapon (bane: humanoid humans) 9 rounds.

Pausing by the Captain, Tatienne waits to see the spells fly, her hand twitching impatiently near to her magic trident.

Jezebel, giggling, opens the volley with an Evil Eye.

Jezebel uses Evil Eye hex, Tatienne will attempt a coup de grace if the hold person lands.


Since coup de grace is a full round action, Tatienne might want to stab a sailor in her surprise round.

This is the first campaign in which I've used villain points. I believe Geb can spend one to get an extra standard action to cast Hold Person in the surprise round--if not, she will instead use one to get +8 on her initiative roll for the first non-surprise round. Either way...

Let it begin, Geborah communicates silently to the Knot, then brushes her hair away from her eyes, the sign for Timeon to begin the slaughter. The antipaladin's squire rushes to obey--perhaps a little too quickly, as his longsword catches on its sheath as he attacks.

Timeon's surprise round longsword attack on the flatfooted red sailor: 1d20 + 5 ⇒ (7) + 5 = 12
Timeon's longsword damage, if applicable: 1d8 + 2 ⇒ (7) + 2 = 9

Geborah focuses the malevolent power of her hag eye on Captain Odenkirk. "Cardinal Thorn no longer requires your services, Captain. In your final moments, you may wish to contemplate how you might have been of more use to His Eminence."

After Jezabel and Balam have acted, Geborah uses her Hag Magic racial ability to put Ill Omen on Captain Odenkirk.

She smirks. "But do so in silence." She raises her hands and grips the air in tight fists, speaking words of infernal power to bind him.

Geborah spends a villain point to take an extra standard action to cast Hold Person (Will Save DC 16) on Captain Odenkirk.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

She'll be drawing her weapon with her surprise action.


Wraith, if you have a surprise round action or any pre-buffing to do, include it in your next post. I'll roll Balam's demoralize.

Geborah, the Villain Point for the Extra Action is okay. A full list of Villain Point actions can be found here. Also, see discussion for Hag Magic.

Everyone: Please make sure to list the DCs of the ability or spell you are casting when you post for yourself or someone you're controlling. If an ability requires you to choose what aspect of an enemy's rolls you target, make sure you specify that.

GM Rolls:

Odenkirk Will vs Evil Eye: 1d20 + 6 ⇒ (7) + 6 = 13 Fail
Odenkirk Will vs Ill Omen: 1d20 + 6 - 2 - 2 ⇒ (12) + 6 - 2 - 2 = 14 Pass
Odenkirk Will vs Hold Person: 1d20 + 6 - 2 - 2 ⇒ (17) + 6 - 2 - 2 = 19 Pass

Balam Intimidate: 1d20 + 13 ⇒ (19) + 13 = 32 Shaken for 4 rounds.

Balam says, "Your soul will spend many eons knowing unending suffering at the hands of Asmodeus's devils."

Odenkirk seems to grow discomfited by Jezabel's evil eye, and he is truly taken aback by Wraith's threat. It is perhaps these two frights he has already suffered that causes him to be able to shake off the effects of Geborah's ill omen, and her attempt to paralyze him is brushed aside like nothing.

The grizzled northman shouts, "You want my ship, do ye? I killed my brother to take her, and I'll kill all of you to keep her!"

Timeon's attempt to stab a sailor fails due to his sword catching on his scabbard.

Initiative:

Geborah: 1d20 + 4 ⇒ (12) + 4 = 16
Tatienne: 1d20 + 2 ⇒ (16) + 2 = 18
Jezabel: 1d20 + 2 ⇒ (7) + 2 = 9
Wraith: 1d20 + 3 ⇒ (7) + 3 = 10
Balam: 1d20 + 2 ⇒ (8) + 2 = 10
Timeon: 1d20 + 2 ⇒ (6) + 2 = 8

Odenkirk: 1d20 ⇒ 12
Sailors: 1d20 ⇒ 4

Initiative Order
Tatienne
Geborah
Odenkirk
Wraith
Balam
Jezabel
Timeon
Sailors

Tatienne and Geborah can take their round 1 actions. Wraith, feel free to post any pre-buffing or surprise round actions you want to take.

Tracking:

Odenkirk - shaken, evil eye 5/6 (-4 saves, -2 other rolls)


There is no save versus Ill Omen.


GM Rolls:

Odenkirk, ill omen, shaken, evil eye: 1d20 + 6 - 2 - 2 ⇒ (1) + 6 - 2 - 2 = 3

Slight Retcon

Instead of shouting anything, Odenkirk freezes in place, unable to move.

Initiative Order
Tatienne
Geborah
Odenkirk
Wraith
Balam
Jezabel
Timeon
Sailors

Tracking:

Odenkirk - paralyzed, helpless, shaken, evil eye 5/6 (-4 saves, -2 other rolls)

Continue combat, as the order posted above. Geborah and Tatienne are up for Round 1.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Trident gripped in both hands, Tatienne plunges it into Odenkirk's neck and twists, her own face twisting into a hateful smirk as she stabs.

coup damage, +1 human bane trident, power attack, two hands lead blades: 4d6 + 14 + 2d6 ⇒ (2, 6, 6, 3) + 14 + (4, 5) = 40

Fort DC 50 or death.


If Tatienne's coup de grace kills Odenkirk:

Geborah pivots to face the nearby sailors, and the hell-magic she chants rises in pitch and volume as she directs a wave of flame over them.

Burning Hands on the red and blue sailors, Reflex save DC 16 for half damage: 4d4 + 1 ⇒ (3, 4, 1, 4) + 1 = 13

She laughs as they ignite. "I love the smell of burning sailors in the morning. It smells like...victory."

Alternately, if Tatienne's coup de grace does not kill Odenkirk--I mean, he COULD roll a natural 20...

Geborah steps up to the paralyzed captain and snatches his axe away. "You won't be needing this any more."


Round 1

GM Rolls:

Odenkirk Fort: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Red Sailor: 1d20 ⇒ 14
Blue Sailor: 1d20 ⇒ 20

Trident gripped in both hands, Tatienne plunges it into Odenkirk's neck and twists, her own face twisting into a hateful smirk as she stabs. Odenkirk seems to gurgle, before the life leaves his eyes and he falls to the ground, dead, Geborah's spell no longer affecting a corpse.

Geborah pivots to face the nearby sailors, and the hell-magic she chants rises in pitch and volume as she directs a wave of flame over them. One of them ducks below the gunwale, avoiding the worst of it, but the other takes the full force and screams in pain. He still stands, though.

Initiative Order
Tatienne
Geborah
Odenkirk (dead)
Wraith
Balam
Jezabel
Timeon
Sailors

Wraith, Balam, Jezabel, and Timeon are up for Round 1.

Tracking:

Odenkirk - dead
Red Sailor - 3/16
Blue Sailor - 10/16


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Surprise Round/Pre-Buff:
Mage Armor for some pre-Buff, if I noticed that the good captain is helpless during the surprise round, I'll blind the closest crew member (Yellow)... If I didn't I'll blind the captain.

Blind DC 17

Laughing at the blight of the captain, Wraith's only regret is he's not close enough for the increase in power the man's soul could offer him if he was closer. Turning to the man closest to him, he starts chanting to weaken the man's strength.

Ray of Enfeeblement vs Touch: 1d20 + 4 ⇒ (14) + 4 = 18; Str Drain: 1d6 + 1 ⇒ (6) + 1 = 7


GM Rolls:

Yellow Fort: 1d20 + 4 ⇒ (13) + 4 = 17
yellow Fort: 1d20 + 4 ⇒ (14) + 4 = 18

The sailor shakes off Wraith's attempt to blind him, and less strength is drained from him than Wraith's spell could have done. He seems to be strong of soul and body, this one.

Wraith, you forgot to roll for Balam - you are controlling him.

Tracking:

Odenkirk - dead
Red Sailor - 3/16
Blue Sailor - 10/16
Yellow Sailor - -3 Str


Timeon is in a precarious position. For one thing, he's surrounded by armed sailors--they're all still in shock from the sudden attack, but that won't last much longer. For another, his clumsy first attack failed to impress his superiors.

Well, perhaps he could change both situations. He slashes at the sailor who took the worst of the Geborah's attack while he is distracted by his burning clothing, then rushes into battle formation with Sir Balam, Geborah, and Tatienne.

Timeon's longsword attack on the flatfooted, more heavily wounded sailor: 1d20 + 5 ⇒ (11) + 5 = 16
Longsword damage, if applicable: 1d8 + 2 ⇒ (5) + 2 = 7


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Balam decides to clear the field, first trying to drop the crewman behind Timeon (Green). With a shout to his lord, he brings his weapon down aiming to cleave the man from shoulder to hip.

Longsword vs Green w/ PA: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24, Dmg: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Confirmation roll: 1d20 + 4 ⇒ (9) + 4 = 13, Dmg: 1d8 + 5 ⇒ (3) + 5 = 8

Dang, dont think I confirmed


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Laughing in a sing-song lilt, Jezebel fixes her multi-hued eyes on a nearby sailor, and curses him with slowed reactions.

Evil eye DC 14 Will save on the yellow sailor. -2 to attacks for 6 rounds, or 1 round with a successful save.


Tatienne Talbot wrote:
Laughing in a sing-song lilt, Jezebel fixes her multi-hued eyes on a nearby sailor, and curses him with slowed reactions.
Jezabel wrote:
Note that despite my image, Jezabel's eyes are both green, and her hair is long and brown.

Only mentioning it because otherwise Geb and Jez would be having conversations about being changelings.


Round 1

Balam decides to clear the field, first trying to drop the crewman behind Timeon (Green). With a shout to his lord, he brings his weapon down aiming to cleave the man from shoulder to hip. He catches a firm blow, but not as deep as he would have liked.

Laughing in a sing-song lilt, Jezebel fixes her multi-hued eyes on a nearby sailor, and curses him with slowed reactions.

GM Rolls:

Will: 1d20 - 1 ⇒ (4) - 1 = 3

He seems to grow quite clumsy.

Timeon is in a precarious position. For one thing, he's surrounded by armed sailors--they're all still in shock from the sudden attack, but that won't last much longer. For another, his clumsy first attack failed to impress his superiors. Well, perhaps he could change both situations. He slashes at the sailor who took the worst of the Geborah's attack while he is distracted by his burning clothing, then rushes into battle formation with Sir Balam, Geborah, and Tatienne. His blow finished off the burning sailor.

The sailors finally have a chance to retaliate, though they are very confused as to what is happening. Those within melee range draw their short swords, while the others draw bows and fire at you.

GM Rolls:

Yellow vs Jezabel: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
Damage: 1d6 ⇒ 2
Green vs Balam: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16

Cyan vs Geborah: 1d20 + 2 ⇒ (4) + 2 = 6

Orange vs Balam: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14

Blue vs Tatienne: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm?: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 2

The sailor attacked by Balam retaliates, but Balam fends the attack off. The others loose arrows at the group. One grazes Jezabel, perhaps because she scared him from her curse. 2 damage. Another nearly embeds an arrow in Tatienne's chest, although her armor slows the arrowhead enough she feels only a pin prick. 2 damage. The other two miss.

Initiative Order
Tatienne
Geborah
Odenkirk (dead)
Wraith
Balam
Jezabel
Timeon
Sailors

With Odenkirk dead, the party is up!

Tracking:

Odenkirk - dead
Red Sailor - dead
Blue Sailor - 10/16
Green Sailor - 6/16
Yellow Sailor - -3 Str, -2 attacks


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Balam again takes a swing at the sailor still standing in front of him.

Longsword vs Green w/ PA: 1d20 + 4 ⇒ (6) + 4 = 10

But is vexed when his blow misses.

Wraith continues his assault on the one resisting his spells. Conjuring up some frost to assault the man.

Ray of Frost vs Yellow Touch: 1d20 + 4 ⇒ (19) + 4 = 23, Dmg: 1d3 ⇒ 3

Any chance I can get a house rule that lets me apply Deadly aim to Ranged Touch spells....I promise not to abuse it too much


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Thanks, Geb!

Tatienne readies her trident only to see the sailor nearest to her drop dead to the deck. Stepping over his corpse, Tatienne stabs at the next nearest foe, the relic hunter's face serene as she does so - with Odenkirk dead, the rest would fall in a matter of seconds.

attack, bane: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
damage, 2H, lead blades, bane: 2d6 + 5 + 2d6 ⇒ (3, 1) + 5 + (3, 5) = 17


Geborah suddenly lunges at the nearest guard with both hands, raking him with her claws, then hops out of reach before he can retaliate.

1st claw attack on green guard, flanking bonus from Jez: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
2nd claw attack on green guard, flanking bonus from Jez: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
1st claw damage, if applicable: 1d4 ⇒ 1
2nd claw damage, if applicable: 1d4 ⇒ 2

Timeon moves to cut that guard off from pursuing Geborah, leveling a reckless blow at his head.

Longsword power attack on green guard, flanking bonus from Jez: 1d20 + 5 + 2 - 1 ⇒ (14) + 5 + 2 - 1 = 20
Longsword power attack damage, if applicable: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Or if the green guard is dead before he can act, he instead moves to where he threatens the orange and yellow guards, and swings at the yellow one.


Tatienne, what is Jezabel doing?


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Gah, that's right.

Turning on the closest living sailor, Jezebel rakes at the man's eyes, singing in a sweet alto of all the lovely things she can do with them. Her hands scrape across the sailor's face, but perhaps more horrifying, is the imagery accompanying her attack.

attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d4 ⇒ 4 plus bleed damage: 1d3 ⇒ 2


Round 1

Tatienne readies her trident only to see the sailor nearest to her drop dead to the deck. Stepping over his corpse, Tatienne stabs at the next nearest foe, the relic hunter's face serene as she does so - with Odenkirk dead, the rest would fall in a matter of seconds. The trident's prongs drive through him and drop him to the deck.

Geborah suddenly lunges at the nearest guard with both hands, raking him with her claws, then hops out of reach before he can retaliate. One claw misses, but the other connects.

Wraith continues his assault on the one resisting his spells. Conjuring up some frost to assault the man. the man is chilled by Wraith's spell.

Balam again takes a swing at the sailor still standing in front of him, but is vexed when his swing misses.

Turning on the closest living sailor, Jezebel rakes at the man's eyes, singing in a sweet alto of all the lovely things she can do with them. Her hands scrape across the sailor's face, but perhaps more horrifying, is the imagery accompanying her attack. Jezabel rips the eyes from his head, and the bleeding finishes him off.

Timeon moves to cut that guard off from pursuing Geborah strike at another guard, leveling a reckless blow at his head. Timeon strikes a grazing wound.

The remaining three sailors throw down their weapons and drop to their knees, babbling in Norspik, clearly begging for mercy.

Combat is over. Do what you wish with the final three. I will add this line from the adventure, after the sailors beg for mercy: "The author expects they are unlikely to find any."


"Lash them to the mast for now, Balam. Jezabel, after you heal yourself and Tatienne, use your language spell on yourself and one of the sailors, and see if you can pry any of Odenkirk's secrets out of him. Perhaps the captain had treasure buried somewhere along his smuggling route. Try not to kill, please."

"Wraith, Tatienne...the ship is ours. Let's search it top to bottom for valuables before we sink it. Wraith, look for magic auras. Tatienne, you're our engineer; try to put together a sledge or something so we can tow our ivory and seal skins, as well as whatever else we find. At the least, we should find the gold His Eminence paid him."

"Once we're done, show Balam what timbers to wreck in the hold to send this ship below in a hurry. We'll have the sailors maneuver her to water deep enough to hide her, then sink her. Cardinal Thorn suggested that we burn her, but when we needed to hide the evidence of the patrol ship, Odenkirk said sinking was a more certain method, and I believe His Eminence would want us to be as thorough as possible."

"The sailors themselves will be blood sacrifices to Asmodeus in gratitude for our successful journey, and to beseech his favor on the great work we are about to begin. Yes, Jezabel, after that you may eat them."

"All clear? Any further ideas? Very well. Let us be done with it."

Geborah takes an hour to search every inch of the ship for the captain's wealth. Let me know if that's enough time for a take 20, or if you'd like me to roll a bunch.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Wraith will follow Geb's lead and search the boat for any magic aura. Also take 20 on his search to see what he can find.

"Aye Aye Captain." Wraith smirks as he mocks the former captain and crew.


The Captain has his hide armor, his masterwork greataxe, two throwing axes, and a key to a lock box. His men all have studded leather armor, bucklers, short swords, and shortbows, but only 60 arrows between them, as they have used some to fight off threats to the ship.

The lock box itself isn't particularly hidden, merely being below decks behind a water cask. Unlocking the chest, you find within the Cardinal's payment - 6000 gp in all, neatly stacked within an unlocked wooden box hidden beneath Odenkirk's foul, flea-infested wardrobe. You also find a small, silver statuette of a nude mermaid and loose coinage scattered about the base of the chest. The coinage comes to 115 gp total. There is also a wooden crate labeled "emergency rations that contains six bottles of fine whiskey, worth 10 gp each. Combined with the ivory and seal pelts, it makes for quite a find.

Tatienne points out to Balam what must be destroyed, as well as a way to delay the final collapse, allowing you to force the surviving three sailors to attempt to sail the boat into the lake before it sinks, and all three drown terrible deaths in the depths of the lake.

You are close now. Just a few miles from here sits the small market town of Aldencross and less than a mile from there is the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde.

Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these Mitran sheep. This is that moment. This is the turning point. After this, there is no going back. Any one eager for redemption?

I thought not. Come, my friends. We have work to do. We must burn Balentyne.


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As the top of the Frosthamar’s mast sinks beneath the water, Geborah cackles and rubs her hands together over a tree stump she set burning to vanquish the chilly morning air.

“Isn’t this just the best game ever? I swear none of them suspected a thing until the seconds before Tatienne drove her tines in. That’s how it should be at Balentyne.”

“And it will be, thanks in no small part to our secret weapon, here.” She reaches out and grabs the back of Timeon’s neck, giving him an affectionate shake. Her eyes gleam, remembering when she had him on a literal leash in the dungeons beneath Cardinal Thorn’s mansion. He’s grown an inch or two since then…but Balam and I still have him firmly bound. “By the subtle providence of Asmodeus”—and the hidden hand of His Eminence—“we have among us the ideal guide. Timeon grew up in the town of Aldencross, in the shadow of Balentyne tower. We shall rely on him to tell us many things about the town, its people and customs, as we lay our plans for its conquest. Do your part well, squire, and who knows? Perhaps Cardinal Thorn will make you lord of these lands once the nation is restored to the proper worship of our Dark Prince.”

She looks at the circle of faces gathered around her fire. Her respect for these men and women has grown and grown. If she ever had doubts about their ability to carry out Cardinal Thorn’s will, she has none now.

“Let us consider how we might best set in motion the fall of Balentyne tower. We have a month to accomplish that—but for caution’s sake, let’s allow ourselves three weeks. It seems to me that before we take any action against it, we should take a week or so to learn all we can of its strengths and weaknesses. Of course, we forsaken cannot enter the town as ourselves—we know from our encounter with the shore patrol that our stories and descriptions have been circulated far and wide. I think we should present ourselves as a small caravan of travelers who fell in together to make the journey here but aren’t otherwise connected. That way if one of us falls under suspicion, the rest of us won’t be immediately condemned.”

“Timeon, you can’t lie convincingly, so you’ll work to say as little as possible. When you’re recognized, you’ll explain that Sir Balin died in the line of duty and that you just aren’t ready to talk to anyone about it—that you’ve returned to Aldencross to rest a while. Sir Balam can be a kindly knight of Sir Balin’s order who has assumed responsibility for you and is considering taking you as a squire once you’ve recovered. Perhaps he can offer his services to the fortress; even if he isn’t accepted, he might learn much from its captains.”

“Tatienne, I think you could most easily pass for a traveling scholar. Perhaps you could be writing a book about the great fortresses of Talingarde—dedicated to the glory of Mitra, of course!—and seek permission to explore the tower and interview its inhabitants.”

“Wraith, it would be useful for one of use to pose as a traveling merchant, and you best fit that role. Not only could you exchange our hides, ivory, and captured weapons for gold, and perhaps find us items necessary to our plans, you could ingratiate yourself with the town’s shopkeepers, and see what you can discover about the tower’s supply.”

“Jezabel can pass herself off as a traveling entertainer, ‘Saucy Sally Madcap’. She can sing and play the fool. People expect and tolerate a certain amount of eccentric behavior from performers, so she’ll have license to do and say and ask things others couldn’t. She could learn much in the taverns of the town.” Of course, with her voice and her sense of humor, not everyone will believe she could make a living performing… they’ll assume she makes money entertaining men the old fashioned way. Which could be useful, too. And I’m sure it won’t be the first time Jezabel’s been offered money for that.

“I plan to have ‘Auntie Geb’ be a newly displaced servant looking for a new situation after the death of her old master. I will approach various people in the fortress looking for employment. Whether or not I get a position, I should be able to see behind the scenes of the castle’s daily life.”

“Nothing says we have to stick to these disguises, of course. For example, if I get a job that gives me access to a library that Wraith could exploit, we could switch disguises. And of course we could stop using a disguise that has attracted too much attention, or create a new identity to take advantage of a new opportunity. These just seem like good roles to start with.”

“But I’m sure you folks have ideas too. There’s no rush to choose. What do you think?”


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Tatienne watches the ship sink in silence, her thoughts turned inwards, already thinking towards their next task. How best to infiltrate Balentyne? Before the relic hunter could formulate a plan, the girl was already proposing one - and one that was strong at that.

"I was thinking something similar. By posing as travelers bound together for safety, we will not arouse suspicion by being away from each other, and neither will anyone in town think anything is amiss if we are seen together in public; bonds are formed on the road, after all."

Sliding the iron circlet onto her head, Tatienne's appearance changes - gone is her dark hair and black eyes. In their place, the blond hair and green eyes of an attractive Andoran maiden. The relic hunter's complexion changes as well; ruddy and fair, though tanned from the sun and flecked with freckles. Tatienne's armor and weaponry remains the same, though her breastplate looks shinier, and is emblazoned with a stylized eagle.

"I will pose as Kala Thorn, a Captain of the Eagle Knights, a warrior and scholar, and as you suggest, in Talingarde to study the great and impenetrable fortifications of this goodly land. The Andoran accent is close enough to my own to raise any suspicions, and the Mitrans look favorably on the peoples of Cheliax's rebellious holding."

Pausing, Tatienne watches the last thrashing sailor sink below the water, smiling faintly as he succumbs to the cold water and slips into the deep.

"A week sounds good to get the lay of the land. Another to plan and further surveil. And then a week to put our plan into action."

"I would caution against one thing. I think we should get Timeon a face-covering helmet and have the boy wear it whenever he is out in Aldencross. I'd rather he not ever show his face or let his identity be known, if we can avoid it - it may invite too many questions. Let him simply be Balam's squire, to be seen and not heard."

"And dear Wraith, of course your skeleton will have to be left somewhere along the way."

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