Old Guy's Wrath of the Righteous Campaign (Inactive)

Game Master Jeff Przybylo

This is a mythic campaign using the Wrath of the Righteous AP.


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"Thank you for the knighthood, your majesty but we need information. How far away is Drezen?
What can you tell us about Citadel Drezen and its defenses?
What is the Sword of Valor? You said it was a Banner, but what does it look like?
Any idea, where the Sword is located or last seen?
Any information on enemy leaders in Drezen?"


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha grins irreverently

I believe our companion has asked everything we might need, could I interest you in a drink so you don't dry out from all the answering!?


"It's a 160-mile journey to Drezen from here. If you take my advice, I would head north to Vala's Gift, then follow the east bank of the Sellen to the ford."


"Vilareth Ford."


"Indeed. Form Vilareth Ford, you cross to the west bank and continue north until you reach the dry Ahari riverbed. This will give you somewhat of a natural trail to follow westward to Drezen."

"As far as the citadel is concerned, it was built during the First Crusade as a strategic foothold inside the Worldwound. Dwarves chiseled it from a rocky hill near the source of the Sellen. It held for well over a decade, withstanding almost constant attack before a traitor turned over the Sword of Valor to the demons. We never found out who it was, but with the Sword's protection gone, the demons overwhelmed Drezen in a single night."

"Despite its name, it's not a sword. It's a battle standard as I said before - an artifact once used by Iomedae herself during the Shining Crusade. The Church loaned the Sword to the First Crusade and allowed it to hang Drezen, where it bolstered crusader morale and, perhaps more importantly, warded against attacks, deceptions, and even teleportation."

"As far as we can tell, its somewhere inside Citadel Drezen. At one point, it was held in a special vault, but our divinations have only revealed that the banner remains in the Citadel somewhere. Alas, the same wards that protect it against demons also hamper divination attempts—but we know it’s still in there, likely kept as a trophy.”


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

"I am confident we will find it. It is high time it will shine upon a bastion again, this time, one a bastion we conquered. And it is time that we take back the iniative."


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Thanks you for the information, that will prove most useful the Desnan priestess smiles.

Whilst I am no general, it seems to me we should move as quickly as possible and infiltrate the city whilst this chink in the enemy's armor is still exploitable. If the paladin;s are ready to march, I doubt it will take us more than an hour to gather our things and be ready to leave. If they need to rest however then we can of course set off in the morning...

Farasha gathers the few things she has and is ready to depart in but a few minutes.


Kazul thanks the Queen for the information and indicates he is ready to travel as well, once he packs two weeks' worth of rations.


"Very well." the Queen says. She moves out of the Defender's Heart, flanked by her guards. Once outside, she mounts her dappled-grey warhorse.

"Meet me north of the city in one hour. We have a camp set there. I will introduce you to your army, as well as take care of some other business for you."


You have an hour to prep. Otherwise...

The ride through the ruins of Kenabres is less somber than when you fought your way through only days ago. The black and red skies have rolled back to the edge of the Worldwound, and the barest hint of blue peeks through heavy clouds. Everywhere, signs of life are showing in the city. Shopkeepers begin to clean up the mess and reopen their stores. Patrols of crusaders, in bright mail bearing the symbol of Mendev, ride through the streets. Just before you leave the northern gate, you are stopped by a small child in the middle of the street. A little girl, holding a flower, looking furtive and lost. She seems unsure, glancing back and forth between you. Then she runs up to Farasha, gives a short curtsy, and hands her the flower. Then she runs off.

The camp outside the walls is impressive. Thousands of crusaders bivouacked in orderly rows. The entire camp is laid out in a huge circle, with two avenues running through it. One run s south into the city, and the other, north. In the center is a large open area, dominated by a pavilion.

Someone has passed along word of your coming, for the camp is astir when you ride past the first pickets. Crusaders rush from their tents to watch you pass, and there is much talk and whispers amongst them. As you reach the open central area, a group of mounted knights lines the way, two ranks per side and fifty deep. They sit at rigid attention. As you reach the end of the honor guard's ranks, the Queen appears from the pavilion, and trumpets sound.


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

"You will be going with us, I presume?" Fabian asks the cat which woke up at his feet, and now seems to be following him around. (Anybody else watching just sees Fabian seem to meow at the cat.)

Muriel the cat just sits down and looks away, licking one paw, not deigning to answer.

"I'll take that as a yes...."

During the hour before we leave, Fabian will find a merchant in town who is able to sell him a familiar satchel. He knows that his new familiar will want to travel in style.

When they meet the Queen, he will also stand at attention doing whatever is appropriate (take 10 on Knowledge (Nobility) for 20), waiting to hear what the Queen has to say.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha, as seems typical for her even before the fall, eschews all accessories aside from her weapon, armor and satchel. Dressed in a simple homespun dress she doesn't stand on ceremony.

She reaches down to scratch Muriel behind the ears

I see your new friend wants to hunt some demons with us, good on her! she winks to Fabian.

As the group enters camp she smiles at the arrayed army of good surrounding them, and takes time to bless and pray for the soldiers she passes.

As the group approach the pavilion she takes up a position and waits to hear what the Queen has to say.


"Knights of Kenabres,' the Queen begins, "you set out today on a quest long overdue - the retaking of Drezen. Remember your oaths, and march to victory!"

There a short but loud cheer, as the army raises its swords and shouts as one: "VICTORY!"

When the shout dies down, she begins again. "One more thing is in order. In light of their heroic efforts to save Kenabres, I present to the Heroes of Kenabres the Righteous Medal of Valor." She then drapes a medal around your neck, which looks like a demon's skull pierced with four red swords. "Wear them well." she says, so that only you can hear.

Then the Queen gestures to follow her into the pavilion. Once inside, you see everyone waiting for you. Anevia, Aravashnial, Irabeth, Sosiel, Nurah, Erin, and finally, Horgus - dressed in an over-the-top general's uniform.

"I've never been one for long ceremony," the Queen says, "so there you have it. Good luck, and may Iomedae smile upon you."

Details on the medals in Discussion


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

"My her light shine on your paths. Ladies, Gentlemen, let us be inspired by her words. Ready your preperations, we have a city to conquer."


Anyone else?


"Pretty medal....thank you your Highness. Now it's demon hunting time!"


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

We graciously accept the honour you have bestowed upon us, and only strive to do justice to your faith in us. For Kenabres!


Within the hour, the army is ready to set out. They wait in two columns, the banner of the Knights of Kenabres flying at their head. The banner stands proud in the breeze, a glorious silver dragon rampant on a sable field.

Your companions are assembled at the head of the columns, and they await your orders.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

Taking his time Bollwerk inspects the line, checking weapons armor and cleanliness. Finding no flaw he nods to the soldiers and moves to the companions. "I think we are ready. Mylady Kir, would you give me the honor to walk next to me. I do want to know everyone in my command better and I would like to start with you."
Over the next days Bollwerk will travel with each of the new command staff, to get a feeling. Another question how is the army organized. In Decuries, squads of 50? Do they have sergeants? Do we have some trained for horsefighting, I know they are on horse but... How about archers? Mounted archers?


You set out northwards, following the east bank of the Sellen. The army stretches out behind you, a thin cloud of dust rising as you move.

Erin looks at Bollwerk, "What can I do for you?"

Your army questions are answered in the Discussion Tab with the army stats. Anything regarding sergeants, maniples, etc. are purely RP based and have no effect on the game.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Farasha ensures that she spends her time on the march mingling with the paladins rather than the officers, talking to everyone she meets about their hopes and dreams, and leaving blessings with everyone she speaks to.


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

With a bow Bollwerk answers: "Ride with me, talk with me! Well ride next to me. How do I get to know you better, if we do not talk. Tell me what you can do for the army, what you expect from us! I mean apart from respect."After a moment Bollwerk blushes and continues."No disrespect mylady, I mean this as a leader of men and nothing more. Sorry!"


Erin raises an eyebrow. "A leader? Of what? You are some kind of hero, that I hear. But you are like me, and they don't trust us." She snorts derisively. "I am many things, but I know the tactics of the cultists and their demon allies better than most."

-------------------------------

The paladins are generally happy to see Farasha, and many hold hope in your endeavor...but not all. There are a few who speak gruffly to her, and just want to be left alone on the march.

Anyone else doing anything special?


Anyone? No? Ok...

By the end of the day you reach Vala's Gift. It's about 28 miles from Kenabres, so the army made decent time.

Consumption 3 taken from the army list.

Valas’s Gift lies northeast of Kenabres, a small town surrounded by surprisingly fertile lands. Once one of Kenabres’s primary sources of food and grain, Valas’s Gift has been destroyed by demons, and its citizens have scattered into the surrounding hinterlands. The village is a smoking ruin, and Anevia reports there are no signs of survivors. She does say the villagers must have left in a hurry, because much was left behind.

If you spend time looking, you can find 2d4 units of food. Next person to post roll please.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Well we are in a hurry, but an army marches on it's stomach and we should acquire supplies whenever we have a chance, Desna knows when we'll get another opportunity.

food found: 2d4 ⇒ (3, 1) = 4

If there is no-one here we can help on our way through, then we should pitch camp for the night, sleep quickly, march early. Then again I am no soldier, let alone a general giving orders!

she smiles

Irabeth, how would you like to proceed?


male Tiefling (Demon Spawn) Paladin 3
Spoiler:
HP 27/27 : AC 23 CMD 22 TAC 10 FAC 23 : Longsword+10; 1d8+5 : Sling+3; 1d4+4 : F+9 R+5 W+8 : INIT+1 Perc+0 CMB+9 LoH 5/5 2d6(+4)

In the evening Bollwerk would like to get a feeling for Sosiel Vaenic.
Talk to him, watch him, listen to him.


Kazul helps with the search of supplies as well. He hangs out mostly with Aron Kir, trying to get him to share his knowledge of demons and their tactics.


Kazul the Bear wrote:
Kazul helps with the search of supplies as well. He hangs out mostly with Aron Kir, trying to get him to share his knowledge of demons and their tactics.

You have a bit of a Paizonian slip going here. I have purposefully changed Aron Kir to Erin Kir. Changed the race and the gender as well. For no other reason - in case you were wondering - other than I have a better character in mind than the one set up in the book.

Added the food units to the sheet.


Irabeth has already been working with the army to set up camp as Farasha, Kazul, Erin, and Anevia return with from the scouting and search of Vala's Gift.

"Right you are, Farasha," she says, "we must be up and on the move early."


Sosiel and Erin are rarely apart. Their relationship is a close one, but you wouldn't say it was a romantic one. Sosiel, for his part is open and confident, a smile on his face and a kind word on his lips. Erin, on the other hand, is taciturn and brooding. She doesn't speak much, and sometimes it looks like she accompanies Sosiel just for something to do.

Sosiel is a priest of Shelyn, having served for several years in the -now destroyed - temple in Kenabres. No stranger to how the intensity of the conflict can wear down the crusaders, he maintains a frank optimism and concern for the well-being of others.

Erin came to the Worldwound as part of the Condemned: a unit of low-risk criminals conscripted as disposable soldiers and frontline fodder sent from Taldan as part of their 'commitment' to the crusades.


Old Guy GM wrote:
Kazul the Bear wrote:
Kazul helps with the search of supplies as well. He hangs out mostly with Aron Kir, trying to get him to share his knowledge of demons and their tactics.

You have a bit of a Paizonian slip going here. I have purposefully changed Aron Kir to Erin Kir. Changed the race and the gender as well. For no other reason - in case you were wondering - other than I have a better character in mind than the one set up in the book.

Added the food units to the sheet.

I was following your information. :)

“We’re sending three specialists with you. Aron Kir was a cleric of Shelyn here in Kenabres before the temple was destroyed—he can help with healing as needed, but he’s also quite knowledgeable about demons and their tactics."


M Human Wizard (Abjurer) 6/Archmage 1 ; HP 43/43 | AC 16, Touch 12, Flat 14 (Amor +4, Dex +2) | Fort +5, Ref +6, Will +8 | Init +2 | Perception +10

Fabian looks at the destroyed village with dismaly. "Too much of this recently," he says. "I know that we have other things we must urgently attend to, but I wish there was something we could do right now for the scattered villagers."

As we camp, assuming she is willing, Fabian will converse with Nurah Dendiwhar in order to learn more about Drezen. He'll also want to talk to a fellow arcane practitioner about the new mythic abilities he seems to have acquired, to see if she knows much about them -- for Fabian's first introduction to these things were when he was surprisingly gifted with them.

GM: Fabian might also want to do some scroll scribing as we camp. How much time each day would he have for that? Also, is it OK if I just deduct the cost from my gold, assuming that he had converted the gold into the right inks and papers and such back when we were in Kenbarse?


Kazul the Bear wrote:


I was following your information. :)

“We’re sending three specialists with you. Aron Kir was a cleric of Shelyn here in Kenabres before the temple was destroyed—he can help with healing as needed, but he’s also quite knowledgeable about demons and their tactics."

<sigh>...then I am guilty of the slip.


Nurah Dendiwhar came to Mendev as part of a legion of demon-hunters from Cheliax. Her commander and the legion were destroyed in battle, and since then she's been working her way through the ranks, to end up as a trusted adviser to Queen Galfrey. She relishes the chance to take back Drezen, and she tells Fabian much about the early Crusades, and Sarkorian history. She is very interested in Fabian's story about mythic power, spending time late into the night asking questions and taking notes.


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

As Kazul discusses demon-hunting with Erin, Farahs takes the opportunity to get some time with Sosiel.

I was sorry to hear your temple fell victim to the attack, I hear it had the most beautiful mosaics. I hope you alredy have a plan to rebuild it!

she smiles

Tell me, do you know much of the city we go to take back? Or anything of the demons we might find there? I am still new to all this crusading, and I would be glad of any advice you might offer!

*

Farasha also hopes to get some time alone with Queen Galfrey, asking after her other duties and offering any help she can to assist.

Do we know much of the terrain between here and Vilareth Ford? Or the place itself?


FYI the Queen is not with you. This mission is all yours.

Sosiel looks up from where he was painting a landscape of the village and sighs. "The temple of Shelyn was indeed beautiful, thank you. Erin is the expert on the citadel, I'm afraid. She was heavily engaged in assessing the defenses there." He sets his brush down, sighing again.

"Recovery of the Sword is critical. The artifact can turn the tide if - when - we can recover it." He turns to look at Farasha. "I am glad you are here - all of you. This crusade needs heroes. This is your time, I know it."


Fabian Moldonado wrote:
GM: Fabian might also want to do some scroll scribing as we camp. How much time each day would he have for that? Also, is it OK if I just deduct the cost from my gold, assuming that he had converted the gold into the right inks and papers and such back when we were in Kenbarse?

You have time in the evening, and I'm ok with just paying the gold.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Dot


F Dhampir Inquisitor 4, hp 24, AC 14|T 14|FF 10, F +4|R +5|W +6, Init +6, Perception +9, low-light vision, darkvision 60 ft
Spoiler:
bluff +8, diplomacy +6, disable device +11, know (local) +8, know (religion) +8, perception +9, ride +8, sense motive +11, stealth +8, survival +9, know (history) +8, linguistics +5

Well Sosiel, as I said to Queen Galfrey, we can only hope to live up to the legend building around us. Heroes are important to an idea, in this case the fifth and final crusade. We have to win here, or all is lost.

the normally easy-going priestess has a somber look on her face for a moment.

But recovering the Sword of Valour, this is a task fit for heroes, especially if we manage to take back an entire city whilst we do it! I am glad you are here to help she smiles


He smiles back. Returning to his painting, he says no more, and you watch for a awhile. Sosiel is indeed a talented artist - not unexpected from one of Shelyn's faithful.

His painting depicts a lone guard, silent as stone upon his horse, with the red-black sky and harsh cliffs of the Worldwound in the background. Before you know it, he is done.

"Not bad," he says, critiquing his work, "I hope to record all of these events in oils. What do you think?"

If no one has anything else, going to move this forward to the next day. You can always retcon your discussions with the NPCs, after all you have a the evening and whole day's march.

The next morning dawns brightly in Mendev. Across the Sellen on the east bank, the sky growls and spits lightning, a storm of the Worldwound far off to the west. Irabeth has the army up and ready to move at first light, no horns, no fanfare. She is all business, as is your army of veteran crusaders. Their faces are grim, but resolute. They know their business.

Anevia and Erin are already gone, out before dawn scouting the land. Aravashnial spends time with Fabian, giving him tips on getting scrolls right, as well as sharing a bit of Riftwarden lore on the area. Horgus, wearing his general's uniform, is bustling about giving orders, and its all Irabeth can do to keep the man from getting pushed in the river. Finally, Sosiel comes to the rescue, offering to capture Horgus in a heroic pose in one of his paintings.

Nurah spends much of her time sketching and writing. First at the head of the column, then at the rear. She is willing and enthusiastic about talking to each of you: What are your backgrounds? Why did you come to Kenabres? What was the fight at the Gray Garrison like and how did you achieve victory? She is especially interested in the power you now wield. And she is quick to say that it is important to capture all of this in order to record your deeds.


Irra and Arlena read first:
Here we go. We'll use spoilers to talk amongst us until the time is right. You'll know.

It's dark when you come back to consciousness. The pain in your head makes it so that you wouldn't want to open your eyes anyway. The last conscious memory you have is watching while the cultists took away some of your men, dragging them back to the north for 'disposal' they said. It was the second time in two days that word came down to the camp at the Ford that "Exorius wants more toys." Then the commander of the tieflings, demon named Umestil, would pick a half dozen crusaders and send them off in chains.

Irra and Arlena Kn: Planes DC 10:
Umestil is a brimorak - a cackling goat-faced demon.

Irra and Arlena cont'd:
That was the last straw. You fought back, willing to die rather than be part of some sacrifice or worse. But in your weakened state you were overwhelmed, and Umestil made a clear point as she grabbed your chin in her claw to wrench your head up. "Not yet. Oh no, not yet, pretties. Staunton has something special for you. They are coming, yes they are. Coming to save you maybe? haha! Wouldn't you like to know! But the little one has told us, you see? And she is one of Staunton's favorites, yes!" Then she flicked her head and crashed into yours...darkness. Now you awake to a dark room, lit only by a sliver of light coming through the top of the door frame. Lying on a dirt floor, hands and feet bound, you ponder what horrible fate is in store for you.


As a ranger, Kazul is out scouting for dangers with Anevia and Erin, if allowed to accompany them. He keeps an eye out for danger, javelin in hand, looking for tracks or signs of enemy activity.


Female Tiefling Witch 2; HP 24; AC 19 | CMD 22 | TAC 17 | FAC 12; F +5|R +7|W +8; Init +9; Perc +11, Darkvision

GM and Irra:

Arlena slowly comes to her senses, her head throbing with pain and her mind a jumbled mess of thoughts and memories.

My...my head...what...where am I? What happened? That brimorak, my men... I... I failed them... And yet, I don't share their fate... Why?... Someone named Stauton... who has something "special" in store for us... Us?!... Irra!

With a start, Arlena opens her eyes and tries to look around the room, hoping to see her companion, and calling out to her with a whisper.

"Irra? Sergeant Irra, are you there?"

Perception roll to notice anything about the room?
Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

GM and Irra:
Irra glared at Umestil. "Irra Sarusek, Sergeant Major, one-four-nine-eight-seven-dash-five, you bastard." She tried to spit on him, but dehydration and starvation prevented her.

Irra rouses herself and looks around. "Fashaen? I am." She looks around and nods grimly. "I reckon it's time to get out of here. I was saving this for when there were no bloody cultists around. Better make sure though..." She cocks her head to the side and listens hard for movement or voices.
Take 20 on Perception for 32; 34 if you'll let Arlena use her roll to Aid me.

Assuming there's nothing Irra nods with satisfaction. "Right. Escape time." Raising her manacles before he eyes, she tenses her vocal cords and contorts her throat into just the right formation for- THIIIII -a burst of hard noise impacts the chains, shattering them partially; she continues until they are completely broken, then works on Arlena's chains.
Wordstrike to hit the chains with 3d4 + 6 ⇒ (3, 4, 3) + 6 = 16 sonic damage ignoring hardness. Keep doing it until broken, here's some more rolls.
3d4 + 6 ⇒ (3, 1, 3) + 6 = 13
3d4 + 6 ⇒ (3, 2, 4) + 6 = 15
3d4 + 6 ⇒ (1, 3, 1) + 6 = 11
3d4 + 6 ⇒ (2, 2, 2) + 6 = 12


Irra and Arlena:
There is definitely noise out side the room you are in: the sounds of people coming and going, and the sound of guards at the door. They wouldn't leave you alone, at least not yet...not sure you want to do a sound strike at this time - sounds noisy. Want to change that?


For Farasha, Fabian, and Bollwerk
The days march is pleasant - as such things go. To the east, the skies over Mendev hold their clear blue hue. To the west, the air over the Worldwound is angry and oppressive. The army is silent save for the jingle of harness and the soft clop of the horses hooves on the road. The paladins talk very little, if at all. Again, all business.

----------------------------------
For Kazul
The scouts range far ahead of the army, watchful for signs of the enemy. The road to Villareth ford is clear - it does not appear that any forces demonic or otherwise have crossed the river. The road sweeps in a long turn to the west about a mile from the Ford. It dips down into a wide dell before climbing a rise that marks the border of the river bed. Anevia and Erin dismount in the dell and tether their horses to a small boxwood tree on the edge of the road.

I'm assuming that Kazul follows their actions.

They move quietly up the rise, crouching as they reach the top. Once there, they crawl the rest of the way, keeping low within the tall grass. Looking out over the Ford, you see your worst fears are confirmed:

They enemy holds Villareth Ford.

"Well, that's a problem." Anevia says. Erin just snorts a laugh, affirming the obvious.


Kazul scans the army to determine what type of demons (I am assuming) comprise the occupying army and how many there are. How far is our current position from the Ford?


There are no demons you can see. It appears to be a force of cultists, about 200 strong. The road opens up as it leaves the grassland approaching the river. It's 100 yards from here to the river, and its a downhill charge - perfect for a mounted force.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

GM and Irra:
Yeah I did say 'if'; better not.She sinks to the floor in irritation. "Too busy. Damnation. Have you got anything?" I assume the manacles prevent somatic casting.


Female Tiefling Witch 2; HP 24; AC 19 | CMD 22 | TAC 17 | FAC 12; F +5|R +7|W +8; Init +9; Perc +11, Darkvision

GM and Irra:

Just to make sure the cultists didn't pass over something that she could use right now, Arlena does a quick search of her body using her flexible tail. I assume they took most of our equipment when we were captured.

"No, sorry, not much I can do without my stuff. And I'm not coming up with any decent ideas either." Arlena lets out a sigh, frustrated at her own powerlessness.

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