[PFS] GM Lithrac's The Wardstone Patrol (#5-02) - PbP Gameday 2 (Inactive)

Game Master Cyril Corbaz


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Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

"Forget it, Aod. He's not a real knight. No demons will ever fear his name. That 'Sir' was some sort of mistake. Whoever granted it was a fool. I just hope when Ilivan abandoned him, it didn't get him killed like it will those horsemen."

Intimidate, Aid: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Cough.. "I think yall have proved your point.. We are with you Sir Ilivan.. Let's get this done.."

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

Instead of pushing the knight further, Aod chuckles and shakes his head. "You aren't the first soldier to say such things, and won't be the last. You've done your duty and sacrificed for others. Could be you'll face your inner demons and come back stronger for it. Or maybe not. Either way, it won't be me who says ill of you - there but for the will of Gorum go I."

Liberty's Edge

HP:26/27, AC 20(22) Touch 11, FF 19, Init +1, Perc:-1, F+8, R+5, W+5, CMB +8, CMD 18 LoH 1/[4] Male Aasimar (Angelblooded) Paladin 3 (Favoured)/Oath of Vengence

Arryn nods in agreement.

You are a brave man and a noble warrior but all warriors face wounds that cripple the best of us. Yours will need the healing balm of time and reflection on noble service well done.

Grand Lodge

The rest of the journey is made without a single word spoken. After a couple hours of intense riding, you manage to catch up on the soldiers and their captors - at last!

A dry, narrow gulch follows a dried-up creek bed appears to have been the site of numerous battles. Rusted weapons, broken arrows, and the occasional skull are strewn about the landscape. The walls of the gulch narrow, creating a natural choke point. At the other end of the gulch, you see a goat-headed demon wreathed in smoke and flames and two hulking demonic brutes standing around a huddled group of eight Mendevian soldiers clapped in manacles. The demons must have driven their prized captives hard, for several have passed out from exposure and exhaustion. Some of them seem to have been dragged for a few hundred feet. All the crusaders are unconscious.

As soon as the demons spot you, they turn to face you in battle. At that moment, Sir Ilivan calls out a warning. "Look to the north! Our presence in the Worldwound must have not been unnoticed. A demon horde!" The knight immediately grasps his mare's bridle. You anticipate his flight away from the battlefield, but this doesn't come to pass. Sir Ilivan charges straight to the north, hoping to face the incoming demonic horde alone!

"Take care of the brimorak and dretches, then run with the crusaders - I'll hold off these reinforcements to buy you time."

A reminder of what Wizzy taught you about these demons:
Dretches are common, low-ranking demons known to be as hideous and foul as it is cruel. They are resistant to weapons unless they are blessed or made of cold iron, they can haunt one's mind with fright and possess the elemental immunities and resistances that most demons have (immune to electricity and poison, resistant against fire, cold and acid).

Brimoraks are a rarer kind of demons. They look like humanoid goatmen with a smoke breath coming out of their nostrils. They have an affinity with fire and their blood is known to boil at all times, causing the poor crusaders who wound them in melee to suffer horrible burns.

Initiative, round 1
Kargen <
Savash (brimorak)
Wizzy
Arryn
Kyra
Aod
Dretches
Kargen can act!
Map is up

GM's screen:
Initiative (Arryn): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Aod): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Wizzy): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Kargen): 1d20 + 5 ⇒ (16) + 5 = 21
Initiative (Kyra): 1d20 + 0 ⇒ (17) + 0 = 17
Initiative (D): 1d20 ⇒ 15
Initiative (S): 1d20 + 7 ⇒ (13) + 7 = 20

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen hands the scroll of Abundant Ammunition to Kyra. "No time to hold back anymore." He then prays for Erastil's divine grace.

Cast Divine Favor.

Grand Lodge

The Brimorak cackles with glee as he beholds you in the distance. Smoke erupts from its nostrils, ashen is its breath. The demon speaks words of pure evil in his abyssal tongue, and a great ball of hellfire erupts from his clawed hands.

Fireball: 6d6 ⇒ (1, 6, 3, 1, 3, 4) = 18 on the whole group, Ref DC 15 halves.

Initiative, round 1
Kargen
Savash (brimorak)
Wizzy <
Arryn <
Kyra <
Aod <
Dretches
All except Kargen can act!

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

Reflex vs Fireball: 1d20 + 5 ⇒ (20) + 5 = 25

Aod throws himself to the side as the fireball explodes around the group.

"Gather close!"

Pulling a scroll from a case on his belt he unfurls and reads the magical spell written upon it, granting himself and his companions resistance to fire.

Caster Level Check: 1d20 + 2 ⇒ (9) + 2 = 11

Using scroll of communal resist energy. Provides resistance 10 to fire for the next 10 minutes.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Reflex: 1d20 + 7 ⇒ (19) + 7 = 26

Wizzy dodges most of the fire.. He begins Inspiring his companions..
Inspire Courage +1 h/d/will vs fear

Wizzy will then step closer to Aod..


Oloch - Wrpst 7 [ HP 32/60 | AC 21 T 11 FF 20 | CMD 21 | F +8 R +4 W +9 | Init +3, Per +4]

Reflex: 1d20 + 3 ⇒ (6) + 3 = 9

Kyra casts the communal protection from evil spell on her party and picks up the scroll from Kargen.

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

Aod extends a hand towards Wizzy. "Closer!"

Wizzy, step closer so Aod can include you in his resist energy.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Reflex save: 1d20 + 4 ⇒ (14) + 4 = 18

Kargen ducks as a majority of the fire billows out overhead.


Oloch - Wrpst 7 [ HP 32/60 | AC 21 T 11 FF 20 | CMD 21 | F +8 R +4 W +9 | Init +3, Per +4]

Kargen do you really need this scroll on you now? We did not had time to buff, I have not casted bless yet and already need to start curing us... I am kind of short on action economy to cast something that is not party wide now.

Liberty's Edge

HP:26/27, AC 20(22) Touch 11, FF 19, Init +1, Perc:-1, F+8, R+5, W+5, CMB +8, CMD 18 LoH 1/[4] Male Aasimar (Angelblooded) Paladin 3 (Favoured)/Oath of Vengence

Won't we need saves for the horses and Riding/Handle Animal rolls? I mean... we all just got the shit burned outta us

Arryn 1d20 + 5 ⇒ (12) + 5 = 17
Arryns horse 1d20 + 5 ⇒ (2) + 5 = 7

Light Riding Horses (making the assumption here)

Quote:


AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

Arryns horse rears up in panic at the smell of the creatures moments before the ball of fire hits, shielding the paladin but sending her to the ground, her skin a smoking ruin.

What rolls are required now?

Grand Lodge

As the scenario completely overlooks that part, we'll assume you had dismounted before engaging, and that the horses are safe, a few paces away. It's still your turn Arryn.

Liberty's Edge

HP:26/27, AC 20(22) Touch 11, FF 19, Init +1, Perc:-1, F+8, R+5, W+5, CMB +8, CMD 18 LoH 1/[4] Male Aasimar (Angelblooded) Paladin 3 (Favoured)/Oath of Vengence

Arryn waits for all his friends to finish casting spells, then he double moves, bringing up his shield and drawing his could iron longsword... laying hands on himself as a swift action in the process.

1d6 + 2 ⇒ (4) + 2 = 6

Will wait to see what other healing goes off before adjusting my sheet. Will move 8 in a straight line. Is there any barriers or difficult ground ahead? Hard to tell with the map

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kyra, if you have better things to do, go ahead. Kargen has enough arrows for a while.

Grand Lodge

There's no difficult terrain except the northern and southern slopes of the gulch, clearly drawn on the map. Apart from them, you're good to go.

One of the dretch demons walks towards you to meet Arryn in battle. However, before reaching the him the dretch stops and speaks an unholy word of power, pointing his hideous claw at the paladin. Strangely enough, Arryn doesn't seem to be affected by the somber magics.

Spellcraft DC 16:

Arryn is immune to fear! No save required.

Meanwhile, the other dretch picks one of the passed out soldiers, looks at him with evil glee, and snaps his neck. The brimorak cackles madly, echoing the horrendous sound.

"அவர்கள் அனைத்து இறக்க, உங்கள் துரத்தல் இன்மை இருந்தது. அவநம்பிக்கை, பரிதாபகரமான அறப்போர்!"

Abyssal:
"They will all die, your chase was for naught. Despair, pathetic crusaders!"

Initiative, round 2
> Kargen
Savash (brimorak)
Wizzy
Arryn
Kyra
Aod
Dretches
Kargen can act!

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

So what effects are up for everyone? Communal Protection from evil, Communal Resist Energy, and Inspire Courage?

Kargen breaks away from the group slightly and launches an arrow at the Dretch in the center. "Let the Mighty Hunter guide my hand!"

Move 3SW (Can some help move me?). Swift action to start Judgement of Justice.

Cold Iron (DF, Bard, Judgement): 1d20 + 6 + 1 + 1 + 1 ⇒ (6) + 6 + 1 + 1 + 1 = 15
Damage(DF, Bard): 1d8 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12

Grand Lodge

I believe so. Who are you shooting at? Please state this with your roll.

The brimorak casts another spell, but this time there is no firework of hellish flame. What's stranger is that there is no visible effect of the demon's spell.

Spellcraft DC 18:

Initiative, round 2
Kargen
Savash (brimorak)
>Wizzy
>Arryn
>Kyra
>Aod

Dretches
The four others can act!

GM's screen:
Dispel check: 1d20 + 6 ⇒ (6) + 6 = 12

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

GM:
Can I tell where that dispel magic was targeted? I should know if my own spells are gone, right?

Drawing his bastard sword and imbuing it with arcane power, Aod summons his rage and charges down the gulch, slashing at the dretch between him and the captives.

Charging Power Attack: 1d20 + 14 ⇒ (7) + 14 = 21 Weapon is considered +4 with furious and arcane pool enhancement. Bypasses cold iron/silver.
Damage + Boon: 1d10 + 17 ⇒ (6) + 17 = 23

Status:
Effects: resist fire 10, protection from evil
Controlled Rage (+4 strength) 13/day (4 rounds expended)
Arcane Pool 3/day (1 expended)
AC 20 (including PFE)
HP 34/43

Grand Lodge

Aod:
It was targeted at Arryn's communal resist energy.

Aod moves forward on the battlefield and with one masterful strike, he cuts the dretch in half! The demon dies instantly, a merciful fate indeed for a soul as dark as that one.

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

GM:
That was my spell. Did it get dispelled?

Grand Lodge

Aod:
The scroll was CL 5th, right? If so, no it didn't get dispelled.

Liberty's Edge

HP:26/27, AC 20(22) Touch 11, FF 19, Init +1, Perc:-1, F+8, R+5, W+5, CMB +8, CMD 18 LoH 1/[4] Male Aasimar (Angelblooded) Paladin 3 (Favoured)/Oath of Vengence

Arryn double moves to current position and lays hands a second time for this battle

1d6 + 2 ⇒ (1) + 2 = 3

back to 26 hps

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

It was the Dretch Aod just killed. Can I apply my attack to the other one?

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy will double move up and continue his inspire..

Grand Lodge

Kargen: You can't, because your attack went off before Aod. If you had been in the same 'initiative group' (i.e. acting at the same time) as Aod I would have permitted it, but the brimorak acted inbetween.

Initiative, round 2
Kargen
Savash (brimorak)
Wizzy
Arryn
>Kyra
Aod
Dretches
Kyra can act!


Oloch - Wrpst 7 [ HP 32/60 | AC 21 T 11 FF 20 | CMD 21 | F +8 R +4 W +9 | Init +3, Per +4]

Kyra moves forward and casts bless.

Move 20ft forward and casts.

Grand Lodge

The remaining dretch continues his gruesome task unhindered. He snaps another soldier's neck like a twig. Once again, the brimorak cackles in unholy revelry at your powerlessness to stop the execution.

Kargen can act! Round 3

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen steps to the northwest and angrily fires two arrow in succession at the Dretch who is killing the soldiers.

Attacking the last Dretch. Cold Iron Arrows.
Attack (DF, Bard, Judgement, Bless, cover, RS): 1d20 + 6 + 1 + 1 + 1 + 1 - 4 - 2 ⇒ (13) + 6 + 1 + 1 + 1 + 1 - 4 - 2 = 17
Damage (DF, Bard): 1d8 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5

Attack (DF, Bard, Judgement, Bless, cover, RS): 1d20 + 6 + 1 + 1 + 1 + 1 - 4 - 2 ⇒ (12) + 6 + 1 + 1 + 1 + 1 - 4 - 2 = 16
Damage (DF, Bard): 1d8 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

Grand Lodge

The dretch demon reels in pain as the two cold iron arrows reach their mark. He doesn't go down yet, however, still animated with a bloodlust not uncommonly seen among those of his kind.

At the same moment, the brimorak wreathes his sword in flames and meets Arryn in battle. Abundant smoke comes out of his nostrils, not enough to impeded the paladin's vision, but enough to revulse his stomach.

Arryn, Fort DC 17 or be sickened by the brimorak's breath.

The cackling demon aims three blows at the paladin, two with his longswaord, one with his hooves, but none are able to bypass the holy warrior's armor.

Longsword: 1d20 + 11 ⇒ (9) + 11 = 201d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7
Longsword: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14
Hooves: 1d20 ⇒ 71d3 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5

Initiative, round 3
Kargen
Savash (brimorak)
>Wizzy
>Arryn
>Kyra
>Aod
Dretches
Everyone except Kargen can act!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy moves up 20' and casts Cacophonus Call (DC 17 Will) at the Brimorak.. Continuing the Inspire as a free action as well..

SR: 1d20 + 4 ⇒ (1) + 4 = 5 Burning my Eternal Hope Reroll..
SR: 1d20 + 4 ⇒ (16) + 4 = 20

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

Aod gives a battlecry and charges onward, angling towards the other dretch and leaping the unconscious soldiers.

Charging Power Attack: 1d20 + 15 ⇒ (1) + 15 = 16
Damage + Boon: 1d10 + 18 ⇒ (8) + 18 = 26
Forgot to add bardic courage last time. All bonuses adjusted, but a fumble misses anyways....

Unable to adjust position on the map. Can someone put me southeast of the other dretch?

Status:
Effects: resist fire 10, protection from evil
Controlled Rage (+4 strength) 13/day (5 rounds expended)
AC 20 (including PFE)
HP 34/43


Oloch - Wrpst 7 [ HP 32/60 | AC 21 T 11 FF 20 | CMD 21 | F +8 R +4 W +9 | Init +3, Per +4]

Kyra runs forward to battle.
Kyra runs 120ft to the square behind Arryn.

Grand Lodge

Will save: 1d20 + 3 ⇒ (7) + 3 = 10

The Brimorak clenches his teeth before clinging to his head as if some unbearable headache was drowning his thoughts. Good call on Eternal Hope! Sometimes a nat 1 is better than a 2, ironically enough.

Aod, you can't charge through the prone soldiers. I'll assume you double move into position then, unless you want to specify another course of action of course.

Arryn can act!

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

Double move then.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

No One likes being Nauseated for 4 rounds..


Oloch - Wrpst 7 [ HP 32/60 | AC 21 T 11 FF 20 | CMD 21 | F +8 R +4 W +9 | Init +3, Per +4]

Going to be without internet connection until sunday night. Please npc my character as needed.

Kyra channel positive energy to heal.
From my position behind Arryn channel with selective channel to exclude the enemies.
Channel: 2d6 ⇒ (3, 6) = 9

Liberty's Edge

HP:26/27, AC 20(22) Touch 11, FF 19, Init +1, Perc:-1, F+8, R+5, W+5, CMB +8, CMD 18 LoH 1/[4] Male Aasimar (Angelblooded) Paladin 3 (Favoured)/Oath of Vengence

Arryn save 1d20 + 8 ⇒ (10) + 8 = 18

Arryns armour and strength of purpose are more than the demons attack can break.

He imbues his blade with holy purpose smiting the brimorak' demon with the holy power of Ragathiel and bringing all his strength to the blow.

Cold Iron Sword with smite and power attack 1d20 + 7 + 1 - 1 + 3 ⇒ (14) + 7 + 1 - 1 + 3 = 24
(Bard song added, power attack is counted in and then smite bonus)
Damage 1d8 + 4 + 1 + 2 + 6 ⇒ (6) + 4 + 1 + 2 + 6 = 19
(Bard song added, power attack is counted in and then smite bonus, which is doubled for the first round with evil outsiders)

Grand Lodge

Arryn becomes the vector of true righteousness as Ragathiel's fury slices the brimorak's belly open. The demon doesn't die yet - far from it - but its resolve seems shaken by the crusader's conquering heart and sword.

The dretch takes a step back to evade Aod's fury and executes another soldier. This time, no cackles can be heard for the battle's tide seem to have turned.

In the distance, the din of the fight starts to be troubling.

Initiative, round 4
>Kargen
Savash (brimorak)
Wizzy
Arryn
Kyra
Aod
Dretch
Kargen can act!

Grand Lodge

Silly me. In fact, since the brimorak is nauseated, everyone can act!

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

Kargen continues his assault on the Dretch, sending two more arrows to kill it.

Attack (RS, DF, Bard, Judgement, Bless, cover): 1d20 + 4 + 1 + 1 + 1 + 1 - 4 ⇒ (2) + 4 + 1 + 1 + 1 + 1 - 4 = 6
Damage (DF, Bard): 1d8 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11

Attack (RS, DF, Bard, Judgement, Bless, cover): 1d20 + 4 + 1 + 1 + 1 + 1 - 4 ⇒ (18) + 4 + 1 + 1 + 1 + 1 - 4 = 22
Damage (DF, Bard): 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

Grand Lodge

With Kargen's last arrow, the dretch falls to the ground, lifeless. The nauseated brimorak attempts to flee, but you make short work of it and soon the demon dies as well.

At that moment, you hear a distant battle cry and see Sir Ilivan charge lance-first at a nabasu demon. The other demons quickly surround him, tearing him from his horse within seconds as the scene devolves into a chaotic mess of claws, wings, and teeth that hide Sir Ilivan from sight.

It is clear that the crusader is beyond your help, and unless you quickly assist any surviving captured soldiers to escape, you will all be overrun. I will assume that you use the time Sir Ilivan bought you wisely.

Returning to Port Portolmaeus with the crusaders is an ordeal, but once you're there, you can at last consider yourself safe from the demonic grasp of the Worldwound. Commander Wardroxan warmly greets you and thanks you for your dedication, and writes a full report for the Nerosyan authorities once she's heard the half-dead rescued crusaders confirm your story. Sir Ilivan's demise is a tragedy, however, and his loss marrs this day.

Upon your return to Nerosyan, Venture-Captain Jorsal and a representative of the Mendevian military ask you to give a full report. They carefully read Commander Wardroxan's report, and it soon becomes obvious you've acted beyond what was asked of you, risking your life to save others. The Pathfinder Lodge and the city at large hail you as heroes! When an expedition recovers Sir Ilivan’s body a few weeks later, he is buried with full honors, and a high-ranking officer presents the late half-elf ’s weapons and armor to you, a reminder that the knight had finally found some kind of peace after meeting you.

This is the end of this scenario, which you succeeded completely! Not only did you carry out your orders to patrol alongside Sir Ilivan, but you redeemed him and saved most of the crusaders. Congratulations!

The link for your Chronicle sheet will be sent via PM shortly. They are hosted on googledocs. If anyone has trouble accessing it, please let me know via PM and I'll send it to you via email. They will remain hosted for around two weeks, so make sure you download it (and not only print it).

Finally, I hope you had fun playing this scenario. I know I certainly loved GMing it for your group!

The Exchange

Human Ulfen | HP 89/89 | AC 20/23 [F 17 T 17 | F+10 R+7 W+9 | Init +8 | Perc +10 | Sense Motive +3

In a tavern favored by soldiers and veterans of the Mendev Crusade, a drum beats at a slow canter. Aod steps in time to the rhythm, performing a new dance. Normally he danced in memory of Irrisen, but this one was dedicated to Sir Ilivan.

Dun. Dun. Dun. Dun...

As he moved the pace of the tempo increased, becoming like the sound of a galloping horse. Leaping across the open space Aod thrust one hand forth like a lance.

Dundundun... Dundundun...

Then he began spinning, attacking at all angles like a dervish, then recoiling as if wounded by a dozen blows. Just before falling he throws back a foot and catches himself, then surges forward again. The dance repeats as he spins off in a new direction, throwing himself at unseen enemies. He reels from further injuries and finally staggers, collapsing to the floor.

the drum beat slows, changing.

Dun-Dun... Dun-Dun...

The drums stop and he lies still.

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