Gm Fanguar's AoW (Inactive)

Game Master Fanguar

Current MAP


1,101 to 1,150 of 1,298 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

retired

Travigan's voice rips through the room as he surges toward Smenk, eyes wild with anger. "Ye'll be needin' more than guards an' blubberin' words ta save yer miserable skin when I'm finished with ye, Smenk!" He brings a large, meaty fist crashing toward the smug man's face.

1d20 + 7 ⇒ (12) + 7 = 19 for: 1d3 + 5 ⇒ (1) + 5 = 6 (nonlethal)

Take me away to jail with the others! D:


"Oh hell," Erethyn breathed, as we watched Smenk threaten Travigan. Exchanging a knowing glance with Sandra, they inched ever so much closer to the volatile barbarian. When the inevitable outburst arose, they were as ready as one could be.

As Travigan's fist cocked back, they sprang. Erethryn wrapped his arms around the big man and Sandra clung to his beefy arm, dangling, feet off the ground. Together, they did little to impede Frost's rage, but it was enough. Smenk's guards are on him in a heartbeat and between everyone they manage to bring the frothing bezerker down.

Smenk bends down to look Travigan in the eye, "Not smart Frost. Not smart at all." Travigan simply spits in his face. Rising slowly back up, he pull out an embroidered handkerchief and wipes the spittle from his face. "Take him to lock up with the others."

"You two," he gestures to Erethyn and Sandra. "Dinner is at seven. Don't be late."

Later at Lazarre's House

The upscale establishment seems especially busy tonight and you can't help but imagine that some of what transpired earlier at the meeting has leaked out. A number of the customers stare openly at Sandra and Erethyn as they make their way to a private alcove near the rear of the establishment. "Don't really look like much.."

Seated at the back table, Smenk is already eating and it doesn't appear that his mood has improved much. When you approach, he gestures to a pair of chairs with a curt, "Sit. Listen."

"For the last three years, I have been selling provisions to the Dourstone mine. While this in and of itself isn't that notable, I have been know to have dealings with a number of the other mines, the quantity and nature of these provisions had become more odd over time. Normally I couldn't care less what they were for, money is money after all, but something about tickled my curiosity and I had one of my men infiltrate the mine to see what he could find out." His voice drops to barely a whisper. "Turns out their is some sort of secret cult working out of the mine. There's an elevator that's out of bounds that leads to some sort of temple. He said he saw some familiar faces while he was snooping about, so who can say who's involved. Really can't trust anyone. He managed to swipe that worm jar and get out to bring it to my, but when I sent him back in, he never returned."

He pauses for a drink of wine, "I need you to go down there and find out what's going on. Shut is down if you can. Flush them out if you can't. That's the job."


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

Erethyn glanced over at Sandra and then back to Smenk. "I see. What's our time table look like?"


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

Did he happen to see a holy symbol or some markings? you can clearly hear concern in her voice


Smenk shrugs, "Who knows. Days, weeks maybe, or they could pop out tomorrow. They've been working at this for possibly years, so whenever things come to head, you know its going to be serious. As for the nature of the cult, well that where things are bit strange. My informant mentioned iconography that would be consistent with a Hextorian cult. Nasty bastards for sure, but he also mentioned ritual alters and signs of human sacrifice, which doesn't fit with Hextor's dogma."


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

It indeed does not fit the dogma nor the profile of Hextorite. Well lets go have a look shall we?


retired

Travigan sits sullenly in his cell, shoulders slumped and rolled forward as he shakes his head.

Ah, Jaina. Look at th' mess I got meself in now.
He sighs softly, eyes downcast.
And jus' how am I gonna fix this? I know what you'd say, but I ain't 'bout to suck up ta that slimesuckin', goblinhumper of a horses' backside.
He frowns as he imagines his wife's response.
And what if you apologizing and working with him would save lives, sweetheart?
Bah! It would'na do tha'! Apologizin' and makin' nice ain't doin' nothin' but fluffin' up 'is ego.
It'd get you out of here perhaps.
Maybe.
And what if there really is trouble that could threaten the town? Could you help from in here?
No, but Smenk can clean up 'is own messes. I ain't helpin' 'im!
If the boys were still young and at home with us, would you be fine sitting on your hands if there trouble was brewing you could stop?
Tha's not fair and ye knows it!
Well? Would you?

He sighs again before muttering in a soft, defeated tone,
"... Bah."


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

Erethyn looks at Sandra, a grim expression on his face. "Hold on just a minute there, Sandra." He then turned to Smenk. "Listen, Balabar, do you mind if I call you by your first name? I understand that our companions were acting the part of hellions earlier, but if what your source says is true, then we'll need their assistance. As you can see we would be rather lacking in ways to deal with this problem. Sandra and I are by no means warriors and if we should come to any areas laden with traps we would be in a bad way.

They are wild and they have their own way of doing things, but they do get the job done. If you would at least entertain the possibility of temporarily releasing them, then we stand a much higher chance of actually completing the objective you have for us. Release them into my custody and depending on how effectively they do this, you could drop or even lessen the penalty they have."

He stops a moment to grab a glass of wine and gives it a sip.
"Think of it this way. If we fail, then at least we're out of your hair. Or if we succeed, then you have a few less problems to worry about."

1d20 + 7 ⇒ (8) + 7 = 15


"I do mind, elf, but I'm listening. I agree that there is nothing to be gained from keeping the dimmer and more violent members of your little entourage locked away and really, if any situation could benefit from a overabundance of muscle and corresponding paucity of brains it would be this one. If you can keep them leashed, then I will see about them getting release, but in the morning. They seem the sort that might benefit from an night in a cell."

"Now the young lady is correct, you should see about taking a look for yourselves, but you'll have to find a way to do so. The Dourstone mine is a fully functioning mining operation. The site manager and the mine guards aren't just going to let you walk in and any of them could be cultists themselves."


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

Ratchet wasn't having any sort of internal monologue in his cell. He was sleeping, utterly satisfied with his day.


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

Erethyn let himself relax a little at Smenk's statement. He hadn't expected things to smooth over all that well, but this would do. He took another sip of his wine before settling down in his chair.

"Well then, Mr. Smenk. I thank you for your patience and understanding in this matter. What sort of pull do you have at the Dourstone mine?"


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

Ulfak paces the cell, again and again. Eventually though his thoughts calm and the shoanti curls up in a corner.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

we do indeed need to infiltrate. Did your informant gave you some kind a planning of the cults meeting? I do suppose they carry their ritual at night when all the workers are gone. Was he also able to give you a rudymentary map of the place?


"I can't say I have much pull at all, but given a day or two I might be able to find away to get you access to the mine. Once inside though, you'll be on your own."

"I hadn't thought to get a detailed rundown from my man on the inside, but then I hadn't expected him to disappear on me. From what I recall, he said that the mine elevator dropped into a natural cavern and there was some odd dark pool with some bloody alter. There was a passage that had been tunnelled into the cavern and there was a door that led to the Hextorite living quarters. He did mention that this door was always guarded by a pair of cultists."


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

Works for me thank you


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

"At this point, anything you can do for us will help."


"Then we are agreed. Go see about getting your associates in line and I will see what I can do about getting you into the mine."

With that you are dismissed and are escorted from the establishment. Sandra and Erethy's honeyed words are enough to convince the rest of the party to go along with the plan, if only to find a way to bring down Smenk. With everyone will to at least pretend to toe the party line, the rest of the party is released from the jail.

Two days later, you find that a letter has been left for you with the innkeeper. All it says is:

Tonight. Windmill at dusk.

Preparing for the worst, you head to the rendezvous at the appointed time. There waiting for you is Kullen, the half-orc that told you about Filge. Looking much better than the last time you saw him, he greets you with a toothy grin. Instructing you to follow him, he leads towards the Dourstone mine.

As you approach, you can see the guards that patrol the mine site. Kullen leads to a slag heap at the edge of the site where you wait for full dark to settle in. With the last light gone, you hear a sound of a poorly imitated owl hoot and Kullen leads you onwards. As you approach a guard steps out of the shadows, but Kullen waves you off before you can even think to reach for you weapons. He and the guard exchange a few quiet words and you head the clink of money exchanging hands. The transaction complete, the half-orc come back over to you and gives you a piece of paper with a crude map on it, passing on some brief instructions.

"That over there is the is the mine entrance. Go quick and you'll be fine. Follow the map to find the mine elevator."

With a quick dash, you are in the darkness of the mine and following the directions bring you an old rickety looking mine elevator in a disused part of the mine. Adventure awaits.

Let me know what purchases have been made in preparation and let's get this show on the road.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

quickly to the elevator then... she whispers heading toward the mine elevator


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

Ulfak follows.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

As it turns out, cranky, cantankerous, sarcastic, complaining and drunk was Ratchet when he was in a good mood. When he was in a bad mood he got quiet and focused. It was the difference between a hearty bonfire that roared and crackled but kept everyone around it warm, and a flame stoked with deep metals that had gone white hot, only hissing but dangerous to even be near.

When the plan had been explained, he'd slowly nodded. He'd rather have stayed in jail, but his friends needed him and it was a chance to work against Smenk. He'd agreed, but he hadn't hardly said a word since. He'd stopped at a couple outfitters shops along the way and spent every spare moment mixing things, making things, and seething.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

and so we now go to battle against those who would use those worms


retired

Travigan can't help but let his frustration show as he mutters and grumbles continually under his breath during the trek out to the mine. He glowers darkly at Kullen as the half-orc departs, then turns his attention to the elevator.

"So are we actually doing this or are we about collapsin' this here mine? I freely admit, I'd prefer the latter."


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

if we actually want information then we are actually doing this


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

"Travigan, I know you're upset about working this job. But just try to keep your anger in check for now. Any destructive damage we do too early will only set back the cult a few days at most, and then they'll be much more alert from then on."


retired

A low growl rumbles in Travigan's chest, be he nods in assent to Erethyn. "I'll do me best, but that's as much as I kin promise."


There will be plenty of smashing to be had. The elevator is big enough to accommodate all of you at once, whenever you are ready to start.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

sandra being the last to board the elevator activates and takes the party into the darkness


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

Ulfak enters the strange contraption carefully. He watches the others for any signs of fear, then readies his scythe for the coming trials underground.

The shaman crosses his chest and prayers for a return to the sky and open grass.

"Smenk's mine feels bad. I saw a raven pecking at a dog's body after breaking my fast. This is not a good omen."


retired

"We're expectin' ta find cultists doin' gods know what down there and it took a bird peckin' at a dog's corpse ta give ya the heebie jeebies?" Travigan chuckles at the thought and jovially claps Ulfak on the shoulder as the elevator begins to descend.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

Well an omen is an omen now silence please the elevator is touching down she says with a smile


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

Hmmmph! Ulfak takes the hit from Travigan understanding their growing friendship.


Onwards to battle!
You all cram into the elevator and using the winch, you lower the creaking and squeaking contraption down into the darkness below. After a while you begin to see the soft glow of torchlight flickering from below

Three short passages lead from this chamber, one to the north of the elevator and one to its east and west each ending in a marble doorway. The door to the north is marked with the symbol that looks like a human hand holding an eye. A pair of crimson banners flanks the door to the east, each marked with a black fist, clenching 6 arrows. The passage to the west appears to be a rough tunnel that burst into the chamber and is free of any markings. To the south, the hall opens into a vast domed room. The black, marble tile floor glistens in the light of several glowing torches while elaborate, carefully worked marble pillars and arches sweep over the chamber. In the centre of the domed chamber is a large pool of dark liquid. A stairway carved into the curved wall around the pool ascends to a platform thirty feet above the pool. The chamber's domed ceiling arches to a height of sixty feet over the pool while the smaller hall with the elevator has a ten foot ceiling.

You take a moment to lock the brake into place before sliding the door open. To your surprise, two men in chainmail masks and wearing a tabard depicting the black fist, clenching 6 arrows are standing there. Their arms are covered in elaborate tattoos bearing Hextor's liturgies and images of various devils. They seem just as surprised to see you, as you them.

Know(religion) DC12:

The hand and eye symbol is that of Vecna and the fist is hextor's.

Initiative rolls:

Travigan: 1d20 + 1 ⇒ (3) + 1 = 4
Erethyn: 1d20 + 2 ⇒ (10) + 2 = 12
Ratchet: 1d20 + 3 ⇒ (18) + 3 = 21
Ulfak: 1d20 + 2 ⇒ (12) + 2 = 14
Sandra: 1d20 + 3 ⇒ (6) + 3 = 9
Enemy: 1d20 + 3 ⇒ (3) + 3 = 6

Combat rd 1

21 Ratchet
14 Ulfak
12 Erethyn
9 Sandra
6 Cultists
4 Travigan

Map updated, Everyone save Travigan can attack.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

Round 1

Sandra will make a gun fire ring motion with her left hand and a small

Eldrich Bolt: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 2 ⇒ (2) + 2 = 4

Crit Conf Eldrich Bolt: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 2 ⇒ (5) + 2 = 7 at one of the two guard

Kn Religion: 1d20 + 8 ⇒ (11) + 8 = 19


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

Knowledge Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Erethyn looked up at the two guardsman and was uneasy, he had not expected to meet them so soon. But he noted Sandra's hostile intent and rather than try subterfuge, moved to attack with her.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
1d8 + 1 ⇒ (1) + 1 = 2


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

Ulfak steps up to the same one that Erethyn attacks and brings the scythe down and around to hit the cultist in the shins, unless it leaps nimbly.

Scythe attack 1d20 + 6 ⇒ (16) + 6 = 22, damage 2d4 + 6 ⇒ (4, 2) + 6 = 12


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

Ratchet was almost glad that the very first people he saw were people that looked like they needed their faces melted off. He'd been carrying a flask of something terrible, rolling the stopper in his hands all the way to the mine. He had been itching for a chance to use it.

It was a new formula he'd been working on. They weren't going to like it.

Stink Bomb, Touch Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Acid Damage: 2d4 + 5 ⇒ (3, 2) + 5 = 10
6 Splash Damage, DC 15 Reflex save for 1/2

the target and everyone within two spaces of him is effected by a DC 15 (fort) Stinking Cloud


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

I was banking on Ratchet's initiative meaning no one else was close by at the time. Is that fair? Otherwise I can wait in the future until its my turn to post and just take the hit. 1d20 + 3 ⇒ (11) + 3 = 14


Normally, i resolve things in the order that people post, but somehow I don't think ratchet would gas everyone. That being said, if we ret-con his actions to the start of the order, it invalidates everyone else's actions. So we have a bit of a conundrum. Thoughts?


Male Elf Oracle 3 (Hp. 24/24, AC.17, CMD. 15, Fort. +2, Refl. +3, Will. +5, Init. +2, Channel Postive Energy, 2d6, 6/6 per day.)

It's true that while our attacks might be invalidated, I think we should just roll with the punches as is. We weren't aware what Ratchet had prepared and we're all acting together. So I'm for him acting first in initiative, Sandra and I will take our miss chances on hitting with our ranged attacks and Ulfak will have to make a fortitude for running in there and have a lesser chance for missing. To make this easier we could just count Ulfaks last roll at 11 as his Fortitude save which would come out successful at a 16. As for me, 01-50= miss. 51-100= hit.

Miss chance: 1d100 ⇒ 78


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

This isn't the fastest game so I would prefer to retcon, so that everyone can keep things going. I am used to taking damage from alchemists, it happens most Thursday evenings! Ulfak can just run in.


If you really want to speed things up, we can go mapless. In my mapless game, combat runs much faster. Regardless, I'll figure it out and post something more substantial tomorrow.


Hp 93/93 AC 23 (+14 Perc; +6 Init; Fort +6, Ref +15, Will +8)

mapless if fine with me as long as you adjudicate AoE spell. It just means you and us have to give you a better intention when we want to use/avoid this AoE :)


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

Sorry guys. I guess we can take this as a learning experience for the group. Its not as if Ratchet mentioned what his new bombs do. That being said, everyone knows that Ratchet's primary way of contributing to fights is to throw bombs and that after everyone rushes in he really can't do that, so any time our front liners can delay their charge until after the opening salvo, that would be a good idea.


retired

Travigan's not a tactician, so mapless wouldn't hinder my playing him overmuch as it's likely that he'll be posting up for full attacks as often as he can. I'm fine either way.


Shrug. It's not the end of the world either way. It's just that using maps increases the use of tactics which can slow down combat. Normally this isn't an issue at a table game, but with PbP it can really bog things down. Ultimately it depends on what you guys enjoy the most in the game. The tactical wargaming aspect or the plot. In any case, at the current rate, we are looking at a solid 10-15 years to finish this AP.

With a burst of gas and much confusion, you overwhelm the two guards. Everyone gives Ratchet a bit of the evil eye, but whatever the methods, you can't deny the results. Each guard has a MWK great axe and a chain shirt and one carries and ornate iron key. Can't be bothered to retcon.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

Ratchet stares back, unapologetic. "Ye coulda jus' left me in jail. Ye brought this on yer damn selves. Maybe next time don't run straight where I'm gonna be tossin' explosives."


Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8

"Good shot. What was that?" Ulfak answers with a wolfish smile. He kicks a body and wonders what the strange black hand symbol means.


HP 35/35, Temp HP , ArmoryHP 64/64, ArmoryDR 5, AC 18/20, Fort +4, Ref +8, Will +7, Perception +12* Portal 12/12, Active Effects:

"Gas bomb. New formula. Ah took my acid compound an' worked it t' aerosolize more efficiently. Now when it hits th' air it fumes up an' does nasty things when inhaled. Try not t' breathe it."


retired

Travigan, having been facing the back of the elevator instead of the front, turns around in time to see the pair of guards collapse to the ground in a cloud of fumes. He scratches his beard and looks from Ratchet to Ulfak before shrugging, "Smells like bottl'd fart ta me." He drags the two guards forward out of the cloud so the group can pat them down without choking on the air. "Ah! A key. Tha's bound ta be useful."

1 to 50 of 1,298 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Fanguar's AoW Gameplay All Messageboards

Want to post a reply? Sign in.