Order of the Gate (Inactive)

Game Master SOLDIER-1st

Enforce tyranny! Save the world! Probably die!

Map of Crowhollow


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LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

"Forging alliances with other organizations dedicated to the preservation of order is always a commendable endeavour," Vespartius remarks, trying to conceal his slight disappointment at the diplomatic nature of the mission. Looks there won't be an opportunity to bind a barbazu for a while.

"Sir, can you give us any more information on the specifics of the training exercise we will be performing with the Mercenary League?" Vespartius asks the Vicarius. "Additionally, how much should we focus on outshining the other orders' teams? Is impressing the captain the primary objective, or is maintaining good relations with other Hellknights paramount?"

Does Vespartius also receive a 1,000 gp bonus?


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu keeps his face neutral. This is a great mission. The Black Jackets are legendary, and training with them would be amazing. I bet they have experience with firearms too, and can help me better integrate with this team. Considering the change in the squad, this should also be a good chance for the new team to learnand integrate each others abilities. The mission seemed like a great all-around experience, so he smiles a little.


"Not particularly, other than its focus on small unit tactics. I believe it will take place in some old ruins that they League frequently uses as a training grounds."

"Impressing the Captain is your primary objective. Most people do not see the Hellknights as different orders, so he may not understand the distinction, and might view any... excessive competitiveness as a lack of unity. We do not want that."

No, but you can pick some small item as a bonus reward from your previous mission if you want. Just run it by me.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Upon his official promotion to the rank of Maralictor, Morvan feels a swell of pride. That he had claimed such a rank already showed that he was truly on the path he belonged, and had chosen wisely. He salutes the Vicarius and says, "Thank you for this honor, Vicarius."

Listening to the mission briefing, Morvan nods as the Vicarius explains. Allowing Zakat anything resembling either free rein or the chance to escape and cause more havoc is most assuredly bad for any civilized society. Fortunately, the Kalistocrats should be quite amenable to coin, given the nature of their...odd...religion.

Morvan listens as the Vicarius explains about the potential for alliance with the Mercenary League. The benefits the Hellknights would reap from such an alliance were well worth the mission. If Captain LaDour was to be impressed, they would have to do their best to impress him.

"If impressing the Captain is our primary objective, than we cannot do less than put forth our best efforts. We must assume the other Orders will do the same, and while we should not actively seek to outshine them through competition, if we happen to do so through our best effort, than that is merely the result of our best effort. Apart from our testimony, is there perhaps any other thing we might do in order to aid in the trial?"


"Indeed. Maralictor Saren will brief you upon arrival, I am not up to date with the particulars."


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii smiles as she listens to the briefing. A chance to prove my prowess in battle? This is what I live for!

"We will not disappoint you, Vicarius."


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

"When will we be leaving, sir?" Vespartius inquires.

Vespartius will add confusion and triggered suggestion to his spellbook for a total cost of 320 gp if that's okay with you.


"You will teleport to Citadel Dinyar in two days. That should give you plenty of time to peruse all reports we have and make whatever other preparations you need. After you get to the Citadel, you will hopefully leave just a few days after that, but it depends on when the rest of the orders arrive. Paralictor Ekdikésis, of the Godclaw, will have mission control once you arrive at the Citadel, you should report to him upon arrival. Once you arrive at Kerse and can report to Maralictor Saren, he will then take operational control, and will deal with the Paralictor for you so you can focus your efforts on LaDour."

That's fine.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant absorbed the briefing silently. His questions were asked by others, except who were the Blackjackets and Mercenary League. That will probably be answered the briefing notes. If not, he can always ask around. They sound famous.

The thought of meeting hellknights from other orders piques his interest. He has only ever known the Gate.

Kallant vaguely wonders about the new guys, more casters. On the other hand, he is happy for Morvan. He seems reasonably competent and not overbearing, which can be common with the veteran Aralictors. And at least, he has not tried to get them killed, yet.

Would Kallant know if there was someone in the citadel who could craft arms and armor, so he could get his armor magicked to +1 in 2 days?


Yes


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"As you command, Vicarius. We shall be ready to depart in two days."

Ready to move on.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Unless anyone says anything else, Vespartius departs and heads back to his quarters, where he prepares his default spells. He then spends the rest of the day reading up on Druma and it's Mercenary League.


You make your way down to the room of the citadel commonly called the Way, which is essentially just a large, glorified storage room. However, it is also one of the few places in the citadel not warded against dimensional travel. Waiting for you is a pair of Hellknights, one a Maralictor from the Gate, and another a Signifer from the Godclaw. You sign a ledger and the Gate Maralictor stamps it, then salutes you.

The Godclaw Signifer introduces himself as Maralictor Marcus, but otherwise remains quiet. It takes three teleports before you arrive at Citadel Dinyar, stopping at various waystations along the way that you can only assume were made specifically for this purpose. Each stop involves the same paperwork before you can leave again.

Finally though you arrive at the stronghold of the Godclaw, in a room that could have been a mirror of the one in Enferac, except with more religious icons. You sign in for the final time, and Marcus escorts you through the fortress until he reaches his destination, knocking on a door twice before entering and saluting.

”Sir! Presenting Maralictor Fellis and squad, Order of the Gate.”

The tall Hellknight stands from behind his desk and returns the salute. His head is shaved bald, and the skin around his eyes and down to his cheekbones is covered in a mask of scars. The walls of the room are covered in a wide array of swords, in many different styles.

”Thank you. Please wait outside,” he orderes, coming around the desk.

The signifier nods and steps outside, closing the door behind him.

”Hello. I am Paralictor Ekdikésis, pleased to meet you. I trust your trip went smoothly?” he introduces himself, shaking your hands in turn.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Pleased to meet you, Paralictor. The trip went quite smoothly - although when traveling by teleport through Hellknight strongholds, I would expect nothing less. Order, efficiency, and discipline are paramount to readiness." Morvan returns the handshake and stands at attention, suiting action to words.


"Verily," the Maralictor agrees.

"You are the second squad to arrive. The rest should be arriving throughout the day. Marcus will be your escort for your duration here, if you need anything he should be able to direct you accordingly. Provided everybody gets here today, the caravan will depart tomorrow at 1400 hours. That should give you enough time to get out of the mountains before dark. If there's nothing I can do for you, then I will let you go get settled."

Though his voice is both polite and genial, the scars around his eyes make it seem as though he is glaring at you.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii salutes the Paralictor. "Thank you, Paralictor. Unless my companions have further questions, I am ready to prepare for the journey."


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu salutes and then stands at attention. "Thank you for the hospitality, Paralictor. "


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

"I am ready as well, sir." Vespartius states.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Wait. Did you just fast forward through two days? Could Kallant get his armor +1? Could he investigate about things like Blackjackets and the Mercenary League?

If yes:
Kallant lovingly takes his new hellknight armor to the armory to get it magicked. He fills out the appropriate requisitions to deduct the cost of material components from his account.

In addition to his light duty over the next two days, he peruses any reports which are available to him about the Blackjackets, the Mercenary League, Captain LaDour, the Goblinblood war, Kalistocrats, Citadel Dinyar, Druma, Signifer Saren, and Paralictor Ekdikésis. He is especially interested in maps of the mission area.

Standing with his squad in his newly magicked armor with his squad made him feel invincible.

It had been over three years, since Kallant last teleported from Nerosyan to the Citadel. His stomach did backflips after each of the jumps leaving him nauseous. If you could see under his helmet and armor, his skin was tinged green.

He silently saluted the paralictor and nodded in readiness to avoid vomiting in his helmet, which would not make a good impression.


Kallant:
I'm with you. But they said they wanted to jump ahead. Yeah, you can get your stuff. Also roll a Knowledge History and Local check please.

Name: David LaDour
DOB: 2nd of Arodus 4688
Height: 5'10"
Weight: ~175 lbs.
Hair: Black
Eyes: Hazel
Bio: A somewhat famous swordsman, having earned his Lepidstadt scar at the famous University of Lepidstadt (Crossref. CSS:3299s). He comes from the ousted noble lineage of the Palatinates in Ustalav (Crossref. CSN:0048z) . How he came to join the Blackjackets after graduation is unknown, but he has done exceptionally well and is currently a Captain in the league, and will also be your primary liaison with the Blackjackets. Known to be quiet and reserved, he is still highly intelligent.

Abilities: Though he possesses no magical capabilities, he is educated and familiar with the arcane, as well as proficient in basic alchemy. Talented with a rapier, he is an excellent duelist, as well as being a skilled investigator. As a leader he keeps to tight discipline without decreasing morale.

Method of engagement: Heavy armor should negate his swordsmanship. If engaged, do not allow to retreat. Intelligent and alchemically skilled, it is likely he will find or devise some other method of attack should he be allowed to regroup.

***

Name: Damian Kallan
DOB: 20th of Sarenith 4695
Height: 6'0"
Weight: ~220lbs
Hair: Brown
Eyes: Brown

Bio: Born in Katapesh, little information is available about him until he joined the Blackjackets in 4712 under the command of then Lieutenant David LaDour. He has been under LaDour ever since, and now serves as his second in command.

Abilities: Despite being a known pesh addict (Crossref CSS:8593d), he is still quite intelligent and physically powerful. Has mastered alchemy enough to be able to create personal mutagens, as well as other alchemical items. Despite being second in command, he rarely gives orders, instead merely serving as an extension to LaDour's will.

Method of engagement: His natural strength in addition to his mutagens makes him exceptionally deadly in a melee fight, and his natural intelligence will make him difficult to outwit. While his devotion to LaDour is unquestionable, his drug addiction in addition to his lazy personality make him a weak link. Enchantments and illusions are suggested to incapacitate him.

***

Name: Kurt Nissar
DOB: 7th of Desnus 4696
Height: 5'8"
Weight: ~160lbs
Hair: Blonde
Eyes: Blue

Bio: Born and raised in Taldor, he studied in several bardic schools before finally leaving (it is uncertain whether he was kicked out or dropped out voluntarily, see Crossref. CSC:7189p) to travel abroad. Worked his way into Druma, where he was quickly snatched up the Mercenary League as a valuable asset.

Abilities: Though proficient with a blade and basic arcane magic, he is often put in a support role rather than acting as a direct frontline fighter. Combat units he works with have their efficiency and performance improved by an average of 12-15% (Crossref. CSS:1258r).

Method of engagement: Isolation works best. Though competent with both a blade and magic, he will not survive any sort of direct confrontation via either of those methods alone.

***

Name: Vincent (Family name redacted. Classified: Green)
DOB: 13th of Lamashan 4696
Height: 5'10"
Weight: ~190lbs
Hair: Auburn
Eyes: Green

Bio: Born in Taldor, worked in a remote farming community until 16, when he fled after killing his stepfather. He didn't last long on his own, getting injured and being taken in by the Wildwood lodge there (Crossref. CSP:1212d). Stayed for less than a year before travelling again as a caravan guard. Ended up in Druma, where he was the sole survivor of a gnoll ambush* (Crossref. CSP:1224d) (Crossref. CSP1236d) (Classified: Green). Joined the Mercenary League shortly afterwards.

Abilities: Extremely talented with a falcata/kukri combo, he also possesses a wide array of divine magics (likely from his stay at the Wildwood lodge). While fully integrated into the team, he most often works as a lone vanguard, creating havoc to set up allies for flanking maneuvers. Highly skilled as a scout and infiltrator, particularly in forested terrain.

Method of engagement: Though his offence can quickly become overwhelming, his numerous near-death experiences have left him paranoid, and he will quickly retreat if he takes a sufficient amount of damage. An equivalent retaliation will intimidate him into withdrawing.

At the bottom of the page you see a strange symbol and a signature that you can't quite focus on for some reason, though it seems familiar.

***

Name: James Brotie
DOB: 9th of Arodus 4672
Height: 5'9"
Weight: ~150lbs
Hair: Black
Eyes: Brown

Bio: Born into the Taldan aristocracy, he spent most of his youth running a highly illegal smuggling business (Crossref. CSB:6862m). Though it is suspected that his family was aware of his activities (Crossref. CSB:2342m), he was still disowned after being arrested. Upon release, he traveled directly to Twingate, apparently having heard of the Prophesies of Kalistrade while incarcerated. Since then he has risen at a comfortable pace through the ranks of the Kalistocracy, specializing in transport and logistics. This specialty also allows him to frequently work closely with the Mercenary League on their assignments, often directly overseeing operations.

Approximate monthly earnings: 92,000gp
Estimated net worth: 23 million gp

Abilities: No information exists on his combat abilities, though due to his history with smuggling and his current proximity with the Blackjackets it is likely that he is at least capable of basic self-defense. In addition, he also possesses at least some spellcasting powers, though the extent of which is disputed (Crossref. CSB:9911a).

Method of engagement: Any. Not designated as a significant threat.

James will be your primary contact with the Kalistocracy.


The Paralictor nods and turns back to his desk. You all walk out, and the Signifer, Marcus, escorts you to a small suite.

"I apologize for the lack of rooms, but with so many guests all coming at the same time we're a little tight on space. If there's anything you need, I will be posted out here." he says, taking up position just outside the door.

The suite is indeed small, really just three rooms, two bedrooms and a small common room. A few extra cots and armor racks are provided, making the area that much more crowded. The monastic aesthetic of the religious order is extremely prevalent.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Thank you, Signifier. We shall notify you if we need anything."

Morvan enters the suite, sweeping all three rooms before turning to the others. "Leaving for Drama by tomorrow would be the best possible outcome. It will allow us to be about our assignment quickly. Hellknight Kallant, you conducted some research on the Blackjackets and the Mercenary League before we departed. Did you learn anything that might be of use?"


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

knowledge ?: 1d20 + 9 ⇒ (1) + 9 = 10

on the black jackets and the mercenary league. +9 is for history, local or nobility is +10. Not that it really matters after that roll


Urashu:
The Mercenary League (commonly known as Blackjackets), are the largest and most successful mercenary company in the Inner Sea region. They are employed almost exclusively by the Kalistocrats, though anyone with enough money can in theory hire them.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Knowledge (history) about the Mercenary League: 1d20 + 14 ⇒ (14) + 14 = 28


Vespartius:
The Mercenary League (commonly known as Blackjackets), are the largest and most successful mercenary company in the Inner Sea region. They are employed almost exclusively by the Kalistocrats, and act as the national military of the country, though anyone with enough money can in theory hire them. When fulfilling a contract, they are famed for their ruthless effectiveness, which was showcased most prevelantly in the Goblinblood war.

They are run on a standard military hierarchy, with a group of Generals at the top, though their identities and even number are unknown.

They are famed for their loyalty to the Kalistocrats, due largely to the excessive amount of money the Prophets are willing to pay them. This allows them to afford the best equipment and training, including their fortress, called Thousand Shields, where prospective Blackjackets face intense training before becoming full members.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10
Soldier wrote:
Kallant doesn't have Know (local) or (noble), which is why he is dependent on hellknight reports. Oh, what year is it to determine age in the reports? Thanks

Kallant pulls an armor rack near a bed and removes and carefully places his new helmet on to the rack. Then, he removes and tosses his veteran backpack on to the bed claiming it for himself. Rummaging in his backpack, he pulls out his waterskin and apparently drinks half of it. He finds a comfortable section of the wall to lean against and then looks toward the maralictor.

"I didn't find anything about the Blackjackets and the Mercenary League per se. However, I did find reports on key individuals that we should meet in the Blackjackets.

"Captain David LaDour is a somewhat famous swordsman from the Palatinates in Ustalav. Though he possesses no magical capabilities, he is educated and familiar with the arcane, as well as proficient in basic alchemy. Talented with a rapier, he is an excellent duelist, as well as being a skilled investigator. As a leader he keeps to tight discipline without decreasing morale. If we have to fight him, the report recommends that heavy armor should negate his swordsmanship. If engaged, do not allow to retreat. Intelligent and alchemically skilled, it is likely he will find or devise some other method of attack should he be allowed to regroup.

"His second in command is Damian Kallan. He's a known pesh addict and still quite intelligent and physically powerful. He has mastered alchemy enough to be able to create personal mutagens, as well as other alchemical items. Despite being second in command, he rarely gives orders, instead merely serving as an extension to LaDour's will. If we have to fight him, the report recommends that his natural strength in addition to his mutagens makes him exceptionally deadly in a melee fight, and his natural intelligence will make him difficult to outwit. While his devotion to LaDour is unquestionable, his drug addiction in addition to his lazy personality make him a weak link. Enchantments and illusions are suggested to incapacitate him.

"There were two others in the reports identified within the Mercenary League. They may be on LaDour's staff or be other officers.

"Kurt Nissar is proficient with a blade and basic arcane magic and is often put in a support role rather than acting as a direct frontline fighter. Combat units he works with have their efficiency and performance improved by an average of 12-15%. If we have to fight him, the report recommends that isolation works best. Though competent with both a blade and magic, he will not survive any sort of direct confrontation via either of those methods alone.

"And Vincent, with a Green Classified last name, is an extremely talented with a falcata/kukri combo. He also possesses a wide array of divine magics (likely from the Wildwood lodge). He most often works as a lone vanguard, creating havoc to set up allies for flanking maneuvers. Highly skilled as a scout and infiltrator, particularly in forested terrain. If we have to fight him, the report recommends that though his offense can quickly become overwhelming, his numerous near-death experiences have left him paranoid, and he will quickly retreat if he takes a sufficient amount of damage. An equivalent retaliation will intimidate him into withdrawing.

"There was one other guy mentioned in the reports, but he is our primary contact with the Kalistocracy. James Brotie is a rich, Taldan aristocrat who spent most of his youth running a highly illegal smuggling business. Though it is suspected that his family was aware of his activities, he was still disowned after being arrested. Upon release, he traveled directly to Twingate, apparently having heard of the Prophesies of Kalistrade while incarcerated. Since then he has risen at a comfortable pace through the ranks of the Kalistocracy, specializing in transport and logistics. This specialty also allows him to frequently work closely with the Mercenary League on their assignments, often directly overseeing operations.

"That's about it."


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

"Thank you for the comprehensive report," Vespartius nods to Kallant. "These Mercenary League people certainly seem quite competent."

Kizziar perches on a bedpost, idly polishing his stinger.

I love that we're working for an organization which routinely gives us recommended combat tactics to use on people we're on a mission to cooperate with.


Kallant: The current year is 4714 AR
Vespartius: Paranoid people live longer ;P

Kallant:
Let's go ahead and roll them anyway. Reports on non-mission stuff would be classified above your rank atm, so you'd only have access to mission pertinent documents. But the Citadel does have a historical library that you can use to make Knowledge checks untrained.

Knowledge (History): 1d20 + 2 ⇒ (3) + 2 = 5
Knowledge (Local): 1d20 + 2 ⇒ (18) + 2 = 20

Signifer Saren: While the Hellknight is far from the only outsider blooded member of the order, he is one of the only aasimar, and also one of the most obviously. A short man, he is still extremely well renown for his ferocity in combat, and his large, brazen wings are a powerful symbol when seen fully spread. He is largely genial and well liked by his peers, partially due to his calm demeanor, and partially due to his lack of ambition, being perfectly content to take orders and carry them out.

Paralictor Ekdikésis: Paladins are few and far between in the Hellknights, even in the more benevolent orders, and Malachai Ekdikésis is one of the most famous. He is one of the only Hellknights ever to slay his initiation devil in a single stroke,
both without taking any wounds and without using magic. However,
there is a blemish on his record. He was actually originally a member of the Scourge, but transferred to the Godclaw after slaying two members of his squad. There are many rumors as to what happened,
but if there's any solid evidence, it's been covered up.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu nods at Vespartius' remarks. That was a very thorough report, i wonder how I didn't know anything near that detailed. I'll need to check with Kallant later about the sources.


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

"It doesn't sound like anything that we can't handle if we work together," Melii says. "We will prove our combat prowess when the time comes."


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

"Well done, Hellknight Kallant. Hopefully additional information will arrive soon, in particular as regards the hearing regarding Zakat's extradition. Now, our objective in that should be to minimize the financial hit taken by the Order of the Gate. To that end, I think we should make sure to emphasize his unpredictability and the difficulties inherent in controlling him, as well as perhaps overestimating his magical abilities. We need to make the Kalistocrats understand that they lack the means and ability to contain him, and that he is far better off in the current situation with Imazi. Once that is done, our focus must turn to impressing Captain LaDour and forging an alliance between the Hellknights and the Blackjackets - with the Order of the Gate taking the lead. From Hellknight Kallant's report, it sounds like Captain LaDour is impressed by discipline and effective tactics. To that end, we will need to act as a disciplined unit - something none of us should have trouble with. We should also look into coordinating with the other Hellknight Orders, so he does not view the Hellknights as possibly fragmented. We should attempt to socialize with the representatives of the other orders, and ensure that differences can be put aside in the name of greater glory. Signifier Imperato, you are correct in saying that it sounds like we can handle this if we work together. Discipline is the best weapon possessed by Hellknights - and we will use it in the most effective manner possible. Now, let us rest and prepare for our journey tomorrow. With luck and the blessing of Asmodeus, we shall be triumphant."


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

"Yes, I'm sure we shall," Vespartius says. Though I doubt Asmodeus will have much to do with it, he thinks.

Unless anyone else has anything of import to discuss, Vespartius goes to bed after casting his standard mental alarm on the door.


Over the course of the day the other Orders arrive, taking up rooms in the same hall as yours. Eventually an armiger knocks at your door, informing you that all the Orders are arrived and to meet for a briefing in a conference room. You follow him, and file into a large conference room where the rest of the various Hellknights who will be accompanying you on your mission are also trying to find space. The room is sparse, plain stone with everburning torches high in the corners to provide light. A number of chairs are arrayed facing a large table, atop which is a large and detailed map of Avistan.

Eventually, one of the armigers posted by the door shouts attention, bringing the entire room rigidly silent. Paralictor Ekdikésis enters, striding easily to the head of the room.

"At ease Hellknights," he says, motioning for you all to return to your seats. After everyone is seated he continues.

"As all of you know, our mission is to travel to Kerse, Druma, and participate in the joint FTX with the Blackjackets. I would like to applaud Maralictor Fellis, of the Gate, and his squad for their pivotal role in bringing this about."

The assembled Hellknights look at you and clap perfunctorily. The noise quickly dies down and the Paralictor continues.

"Logistically speaking, we will caravan north, then northeast across Isger, following the plotted route," he gestures to the map on the table, "and meet up with a delegation from Kerse in nine days time at the border fort indicated. Duty rosters have already been drawn up, please familiarize yourself with them before tomorrow. These have been randomized, you will not necessarily be with members of your own Order. Hierarchy has already been established, and argued over for far longer than I really have the patience for. Do not waste any of our time with dissent or argument. I guarantee you that you will regret it. Any questions?"

A hand raises, and the Paralictor nods.

"Are there any security concerns?" a Hellknight from the Order of the Nail asks.

"None specifically, no. Banditry is of course always an issue, particularly along the trade routes, but it is unlikely that any would attack us. We will be utilizing both wards and alarms as a matter of course, but there are no known threats. Anything else?" the Paralictor asks, looking around.

If you don't have any questions, presume you've been dismissed and go from there.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

As Vespartius enters the conference room he looks around, trying to gauge how many other Hellknights are in attendance.

Knowledge (geography) about the route we are taking: 1d20 + 15 ⇒ (16) + 15 = 31

Once the Hellknights are dismissed, Vespartius examines the duty rosters.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Urashu has questions but they are minor and he's not going to ask them in front of everyone. He will follow Vespartius lead and check his duty schedule.


Vespartius:
The planned route is fairly easy, going north through the foothills of the mountains until you reach the Conerica Straits, and then simply following the road.

Roll an Int check please

Urashu:
Roll an Int check please


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Morvan nodded at the briefing. The route should be fairly straightforward, and he doubted bandits would attack a group of Hellknights unless they were foolish or desperate. That the hierarchy for the journey had already been decided did not surprise him, as deciding on the road would be chaotic and a waste of time and energy. He would serve his role on the caravan, and then lead his team in the exercise. This is how Hellknights functioned, and they would show the Blackjackets that the Hellknights were orderly and disciplined, worthy of alliance.

Once the briefing is over, Morvan will go to check the duty schedule as well.


Morvan:
Roll an Int check


Female Human Medium 8 | HP: 80/80 | AC: 20 (touch 16, ff 14) | CMB +10, CMD 25 | Fort +7, Ref +9, Will +7 | Init +7 | Perc +10, Sense Motive +10

Melii joins the others looking the duty schedule.

Guessing I'll have to roll an Int check too, so here it is:
Intelligence Check: 1d20 - 2 ⇒ (8) - 2 = 6


Melii:
The roster looks well balanced. Each Order brought 5-8 Hellknights (for a total of around 50 Hellknights), and each night there would be a group of 6 Hellknights on guard, made up of randomly assigned Hellknights from different Orders. Then during the day another group of 6 would be outriders, again all from different orders. You make a note of your shift.

Shift: 1d20 ⇒ 11
Please remember this number


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Intelligence: 1d20 + 1 ⇒ (2) + 1 = 3


Morvan:
The roster looks well balanced. Each Order brought 5-8 Hellknights (for a total of around 50 Hellknights), and each night there would be a group of 6 Hellknights on guard, made up of randomly assigned Hellknights from different Orders. Then during the day another group of 6 would be outriders, again all from different orders. You make a note of your shift.

Shift: 1d20 ⇒ 14
Please remember this number


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

Checks:

intelligence: 1d20 + 5 ⇒ (2) + 5 = 7

know geo route: 1d20 + 10 ⇒ (16) + 10 = 26


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Intelligence check: 1d20 + 5 ⇒ (1) + 5 = 6


Urashu:
Intelligence: The roster looks well balanced. Each Order brought 5-8 Hellknights (for a total of around 50 Hellknights), and each night there would be a group of 6 Hellknights on guard, made up of randomly assigned Hellknights from different Orders. Then during the day another group of 6 would be outriders, again all from different orders. You make a note of your shift.

Shift: 1d20 ⇒ 7
Please remember this number

Knowledge (Geography): The planned route is fairly easy, going north through the foothills of the mountains until you reach the Conerica Straits, and then simply following the road.

Vespartius:
The roster looks well balanced. Each Order brought 5-8 Hellknights (for a total of around 50 Hellknights), and each night there would be a group of 6 Hellknights on guard, made up of randomly assigned Hellknights from different Orders. Then during the day another group of 6 would be outriders, again all from different orders. You make a note of your shift.

Shift: 1d20 ⇒ 3
Please remember this number

Kallant Shift: 1d20 ⇒ 17

You all are just a smart bunch ain't ya? None of you are on shifts with each other. You have the rest of the evening free to rp with. I'll progress tomorrow after Kallant posts.


Male Human Warpriest 1 | AC 19, touch 11, flat-footed 18 | CMD 14 (16 vs disarm, trip) | HP 10/10 | Fort +4, Ref +1, Will +4 | Init +1 | Perception +3 | Blessings 3/3 |
Spells:
1st - 2/2
| Conditions:

Oh my gosh, this is going to be hilarious.

Taking note of his position on the duty roster, Morvan looks over the rest of the names, curious to see who else is there. He will then dine and retire for the evening, after taking the time to write down his duty shift.


Human Hellknight | HP: 101/101 | 1st 1/2 | Discern Lies 2/2 | Smite Chaos 1/1 | Discipline 1/1 | Incorruptible 0/1
Stats:
AC 23 Touch 12 FF 21 CMD 23 | Fort +9 Ref +8 Will +5 | Initiative +2 | Perception +13, Darkvision 60-ft
Active buffs: corruption resistance against evil & Resist Energy (fire) 10

Kallant attempts to recollect the route.
Know (geo): 1d20 + 6 ⇒ (9) + 6 = 15

Over supper that night, Kallant clears his throat and conspiratorially offers to just his Gate squad, "You know that Paralictor Ekdikésis is a paladin, right? I heard he started in the Sourge and transferred to the Godclaw after slaying two members of his squad." Then, he watches the reactions of his squad without being obvious about it by enjoying his meal.


M Elf Wizard (Spellslinger) 6 / Gunslinger (Gun tank)1/HK Signifier 1 | hp [68/68] | AC 16, touch 13, flat-footed 13 | Init +6 | Fort +5, Ref +8, Will +7 | Perc + 9

GM:

know local: 1d20 + 10 ⇒ (2) + 10 = 12

about the legitimacy of Kallant's comment. Could also be a history check that's one point lower.


LE male human (Chelaxian) conjurer 5/diabolist 3 | AC 16 (tch 12, ff 14) | CMD 14 | F +3, R +4, W +6 (+10 vs divination) | Init +2 | Per +0, SM +11 | HP 61/61 | arcane bond 1/1

Vespartius tries to recall anything he may already know about the Paralictor.
Knowledge (history) about Paralictor Ekdikésis: 1d20 + 14 ⇒ (11) + 14 = 25

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