Kings' patron - Worg Hunters

Game Master Mardavig

Team doin' it in the dark.


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Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

If no one objects, Zartana will check what she can

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

See didly, but stealthy while seeing nothing. :P

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Hithil levels her crossbow and tries to look around stealthfully.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10 + no-roll scent
Stealth: 1d20 + 3 ⇒ (19) + 3 = 22

And just in case combat starts and there's a surprise factor (my perception fails), I'll go ahead and roll my initiative in case I shoot first.
Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Lantern Lodge

You sneak out towards the fortress. You are perhaps 300 feet away, hidden behind one of the many large boulders that dot the terrain nearby. It looks kind of like this.

It sits atop a raised hilltop. There is only one path up the front towards the main gate on the north side. The palisade wall is perhaps 15 feet tall, constructed of rough hewn lumber. Unlike what the picture shows there are three watchtowers, 20 ft in height, with sloped rooves that rise another 10 ft above them.

The fortress seems to be built around the crumbling ruins of an older structure.

There seem to be men on watch in the towers and walkways between them. A quick count reveals there are at least a dozen of them.

Questions?


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

Alexio frowns a bit. "It seems this stag lord is a capable tactician as the fort is set up very well. If they can raise an alarm, we can be trapped in bow range from those towers."

Did we bring Kenaniah with us or is he back at camp?

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

"There’s invariably an undisclosed passageway. Donomi could discover it without raising a warning signal."

Hithil takes Donomi, a medium sized rat, out of her pocket and says, "Seek out another entrance." Donomi runs along the ground towards the fort.

Donomi has an empathic link of about 1 mile, so 300ft shouldn't be a problem, and I doubt a rat running around is going to get a guard's attention.

Donomi's Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Lantern Lodge

Kenaniah came with you, he does point out that he's only been inside Stag Fort once.

Donomi runs towards the fort. As the owner of two rats I can vouch for their speed but its going to take a while to get out there, go around the fort and then come back.


Female Human Ninja (Scout) 1

Raven watches as the rat runs off towards the fort. ” Then we don't raise the alarm.”, she says off hand.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

"Let me speak plainly. I realize I'm new, but if Donomi can't find a way in, we're going to have to sneak in, and we better look and act the part. Do we have bandit costumes or cloths? Most of us should keep our mouths shut, especially me, since I don't sound anything like a bandit. And is there a secret password to get inside? And if anyone looks completely out of place, we just say he's a son or daughter of a wealthy man and we're going to ransom him. Maybe put a rope around the wrists or something. Probably should bring something with us like the bandits would. Once inside, sneak around, release our prisoner, and kill the leader, claim the fort, and have them bring us the gold. It's like the best of both worlds. We could then use the fort." Hithil looks a bit distraught, as she doesn't like using plain language.

"What say you?"

Lantern Lodge

Kenaniah volunteers that there is a passphrase. "The stink of jackals is among the wolves."


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Stealth - Kazz: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth - Ammanas: 1d20 + 18 ⇒ (16) + 18 = 34

Perception - Kazz: 1d20 - 1 ⇒ (19) - 1 = 18
Perception - Ammanas: 1d20 + 6 ⇒ (20) + 6 = 26

Kazz watches where the rat disappeared to on it's way to the fort, "We've considered sneaking in before. The first problem is that the bandits are nearly all human, you may have noticed that your own ears are among the least noticeable of our assembled features. That said, we've considered posing as captives as well, the biggest issue is numbers."

He turns to regard the elf, "According to Kenaniah, the fort has a compliment of around 40 at any given time. I'm not overly fond of the chances of the lot of us successfully sneaking around unnoticed. We're here mostly to take the fort's measure. See if, as you pointed out there is another way in. Otherwise I believe we need to think more long term if we plan to bring down the Stag Lord."

Lantern Lodge

20 minutes later Donomi comes scurrying back. At one point the rat had expressed a sentiment of accomplishment. As Hithil explains where he is when this happens Ammanas’ otherworldly eyes pick out a place on the southeast side of the hill, perhaps 20 ft from the wall where the ground is slightly sunken, there might possibly be some kind of hidden entrance or hatch there.

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

"If we go to that sunken area in darkness, most of us can see well enough with low light. If they are primarily human, let us use this to our advantage, rather than have it as a disadvantage.

Turning to the Kenaniah, she asks "Kenaniah, do you know where the leader sleeps at night? And if the leader were to die, would the other bandits attack or would they accept new leadership?"

"Finally, we could perhaps use a distraction as well. Maybe a few who can pass as bandits go to the front door, draw the attention of the bandits with the passcode, while we sneak into the back underground area. Once inside, we meet up underground, kill the leader, take over the fort. Now that's a plan!" Hithil is clearly excited at the potential for real adventure. This is far better than walking up unarmed and negotiating peace with bandits who want to kill you.

Lantern Lodge

Keneniah shrugs. The stag lord keeps a room to himself in the southwest corner of the fort. A few of his leftenants might try to rally some of the bandits to their side, but most would scatter and disappear should the stag lord fall.


Female Human Ninja (Scout) 1

"I can pose for one of them quite well, if that is the plan. However if there are two score or more bandits in there and the alarm is raised, we will need to be able make a hasty retreat. I would not want to leave any of you behind." Raven thinks for a moment before continuing. "Meaning we will have to focus on defeating the Stag Lord instead of trying to wade through his men. I have been trying to concoct something that might help, but to no avail."

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

"Yes, it is clear we cannot attack 40 bandits. Those who can see in darkness go to the back entrance in the ground. You and anyone who can't see well in the dark go to the front posing as bandits, and make sure to get the guard's attention. Maybe you have a wardrobe malfunction and then get them all drunk? You'd have to be comfortable being the center of attention." Hithil giggles at the thought.

"Most of us should go into the secret sunken area, because clearly we will face some resistance, and getting rid of them as fast as possible before they can escape is paramount. If they are mostly human, their weakness is the need for abundant light to fight. Once we deal with the initial folks, we need to get to the leader's hut quickly. The faster we move, the better."


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Kazz considers for a moment, "The plan is sound but we will need a few more details. Have any of you skill with poison? Knowledge of some natural ones we might avail ourselves to? Those who enter through the front will take the liquor we found at their camp. Fighting a well sauced drunk is good but I'd prefer to fight one who's also sick near to death."


Female Human Ninja (Scout) 1

Raven raises an eyebrow at the elf. Unfortunately, she speaks the truth about these bandits.

"I know my way around a few poisons. I can take some time to see what I can find."


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I am not versed yet in their creation, but I know how to apply poison very well. So just in case I will poison those who needs them on weapons.


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

"All I will say about poison is to be careful. Whoever delivers the liquor may be asked to drink some. You don't want to hurt yourself by accident."


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

As far as i know, the drink is for the SL only


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

"Avoid poisoning one bottle if you're worried, though from what I understand, the stag lord is unlikely to share."

Should someone be making some rolls? Knowledge(nature) or survival or something?

Lantern Lodge

Anyone who wants to gather poison ingredients may do so with a know nature or perception, but at last report you were still standing near the Stag Fort.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Survival: 1d20 + 5 ⇒ (5) + 5 = 10


Female Human Ninja (Scout) 1

Which is why I hadn't rolled yet. Once we are out of range, Raven will look around for those ingredients

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Craft Alchemy: 1d20 + 4 ⇒ (13) + 4 = 17

Lantern Lodge

So I take it you are moving away from the Stag Fort back to where you have your horses stashed in order to make these searches.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Absolutely

Kazz creeps back from their vantage point, "Alright, we have our plan. Lets see what we can do about the necessary supplies."

Once away from the fort he questions the others on a few specifics, "So who all is going in through the front? I'd suggest no more than two. For that matter, do we want to check the lower entrance together first? The ruins the fort is built on are very old, no telling what's lurking down there, we have no idea if the bandits actually use the lower areas."

He looks at Kenaniah, "You heard nothing about them during your time there?"


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

"I think, " says Alexio, "it would be smart to check the lower area that the elf's ... companion... found. Many fortifications have secret places that are designed to allow people to escape. We may be able to use that to our advantage."

Alexio listens intensely to Kenaniah's response.

Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Zartana nods
And if he is lying to us, i will be happy to take him to a nice dark corner and discuss things with him

Lantern Lodge

Kenaniah explains that the fort has a basement, one he has never visited. Currently it is used for storing the treasure paid to the Stag Lord. The other bandits claim that the Stag Lord keeps a strange old man locked up in the basement. Some even went so far as to claim this man was the true Stag Lord and the man they worked for was actually just a puppet.

alexio:
He seems to be honest, and a bit afraid of what people have said of the man in the basement.

Kenaniah requests that he not be threatened by the drow.


Status:
HP: 28/43; AC: 18/14/14; Saves: F +6, R +8, W +3; Init: +4 (+2 in the forest); Per: +11 (+2 more if in forests);

"With due restpect, I think a few going to the front gate will be useless and dangerous. At best it'll wake up the bandits and draw some of them to the gate area. Better not to wake them in the first place. Better to have a couple of us dressed as bandits to use as a distraction once we are inside if we need it."

Nature: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Lantern Lodge

The three of you scour the hills and manage to locate a goodly sized batch of Wolfsbane, also called aconite, monk's hood and a hundred other things.

Raven has already made an alchemy check so she manages to separate the most toxic parts of the plant and pounded them into a pastey syrup that can be added to any food.

The taste would be horrible, but the herbal liquor which you plan to put it in also has a powerful taste that should mask it.


Female Human Ninja (Scout) 1

"There!", Raven exclaims, satisfied with her work. "This should do it."

Carefully she portions it into the alcohol.

"Now to get it inside."


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Kazz's ashen brow furrows, "There will be bandits awake and on watch regardless. Getting the alcohol to the Stag Lord is important. Raven's poison should do much of our work for us if all goes well. Those who do deliver it should do so a couple hours before we make our move. Give the toxin time to do it's work and the commotion of new arrivals time to die down."

He glances at Ammanas several times, as though responding to something before speaking again, "This man in the basement is a little concerning but I think we should be able to handle him. Ammanas can scout ahead and ensure we know what we are walking into."

He sweeps a look over all of them, "Now we have only to decide who goes in the front? It's risky but it might be worthwhile to send Raven and Kenaniah along that path. A known entity should help you get inside and it frees up another of our number to deal with whatever lies in the lower levels of the fort. What say you?"


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

I will try and go to the lopwer levels, darkness is of little concern to me
She eyes the poison, she needs to pick up that little skill, it looks very useful


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

Alexio contributes his thoughts to the plan. "Agreed, Kenaniah would increase our chances of getting through the gate. "

He then lowers his voice so only the group can hear. "I still do not completely believe Kenaniah is on our side. We should send somebody else through the front door to keep Raven from being alone should things go badly."

Lantern Lodge

When you are ready.


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Kazz looks troubled, "It's a risk I admit but if Kenaniah sells us out, I doubt one more body will make the difference. I've seen Raven's sort before, she likely has more options on her own. Still, I think the choice should be hers. Would you feel safer with another sword at your back or on your own?"

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

"I doubt another sword is going to help when there are 40 bandits. We have to use our minds and other skills to win this fight."


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

If we have an invisibilty spell or potion, it will help for a quick escape if needed, and i can cover it with darkness... all this if we are sold out. and if we are...


Female Human Ninja (Scout) 1

Raven nods. ” As much as I appreciate your concern Kazz, I'm a big girl. If Kenaniah should prove to be less than honest, I have ways of dealing with him. ”

As if to emphasize her point, she runs a finger along the blade attached to her wrist.

for when it's time to go to the front:

GM:

After taking extra time making sure she looks like a proper bandit, Raven puts on one of the stag pins to complete the outfit. Satisfied with her disguise, she prepares Kenaniah for the ruse.

”We rescued his grog from an attack on Kressle's camp. We came here to give it to him and warn him of a unit of soldiers searching the countryside for his lair. Ideally, he will send patrols out, lessening the number that our compatriots have to deal with.”

After getting the nod of approval from him, they will make their way to the front gate and present the same story.

Disguise: 20 + 6 = 26
Bluff: 1d20 + 7 ⇒ (10) + 7 = 17

Lantern Lodge

Seems like raven is taking Kenaniah and the poisoned liquor to the front gate. Who is going with her and who is going to try to sneak to the secret entrance?

Grand Lodge

Female Elf Wizard (Divination)/1 (HP 10/10 | AC:14 | T:13 | FF:11 | CMB: -1 | CMD:12 | Fort:+2 | Ref:+4 | Will:+3 | Init:+4 -- Always Acts in Surprise Rounds + Familiar Scent 30'| Perc: +4 | Speed 30)

Hithil is going to try to sneak to the secret entrance, since Donomi knows the location.


Female Drow
VITALS:
AC: 21, T: 16, FF: 15; HP: 90/90; F7, R:11, W:4; CMD 28; CMB +10; Init: +5 ; Perc:+15
Ranger/Shadowdancer
SKILLS:
Acrobatics +16, Bluff +14 (+15 vs.attracted), Diplomacy +14 (+15 vs.attracted), Disguise +14, Escape Artist +12, Linguistics +8, Perception +15, Perform (dance) +14, SoH +16, Stealth +21, Survival +2

Will go with Elf cousin ;)


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

I believe the plan is for everyone besides Raven and Kenaniah to take the secret entrance.

Studying the fort Kazz offers a few more suggestions, "It is probably best for Raven and Kenaniah to approach at dusk. The rest of us will give you an hour before making our way to the lower entrance. We can use Zartana's darkness to help hide our approach. Her, Ammanas and myself can lead you through the dark to our destination."


Male Human (Chelaxian) Fighter 3 HP 31/31; AC 17, T 11, FF 15; CMD 16; F +5, R +2, W +1; Init +6, Per+2

Alexio shrugs when Raven declines the offer of additional escorts. "If the lady doesn't think she needs any additional escorts, I won't stand in her way, " he declares.

I think the plan is everybody but Raven and Kenaniah go to the secret entrance.

Lantern Lodge

OK then, raven is driving this bus.

@raven are you waiting for dusk?


Female Human Ninja (Scout) 1

"Dusk it is then." Raven wishes good fortune to the rest of her companions and trundles off with Kenaniah in tow when dusk comes.

Rolls and stuff are above in case you missed them GM


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Seeing Raven and Kenaniah off, Kazz makes his way with the others to the vantage point they found before. Waiting for the time to make their approach.

Lantern Lodge

The day passes quietly, with little activity from the fort. No one goes in or out.

The majority of the party makes its way under cover of Darkness to the secret entrance. Would someone like to make a stealth check on the behalf of that group?


Male Fetchling Shadow Caller/Master Summoner 3 HP 20 / 20 | AC 16 (13t, 13ff) | CMD 17 | F+2, R+4, W+2 | Init +3 | Perc -1

Stealth: 1d20 ⇒ 16

I'm not sure at all what bonus might be appropriate for our group?

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