Scorned (Inactive)

Game Master Jacob DeCourcey


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Male Human Cavalier 5

Abdul held his tongue but vowed to have some words with the captain at another time. If you were able to do your job, there'd be no need for 'hired help'. He rode to a water trough to let his horse drink one last time while waiting for the caravan to get its start.


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

Alwrick leans forwards and catches Abduls eye.

*Cast Message*

"Stay within 150 feet and we can whisper to one another Sir. The spell lasts around three quarters of an hour. If you were to come into site again briefly I can cast the spell again."

With the words said he ducks back inside the wagon and decends into brooding silence once more.


In response to Alwrick, the captain says The orcs are cowards. They won't sick around long enough to kill them all. Since your group is tagging along, I suspect this fight will be short. With that, he stomps off to the front and hops on the wagon. Let's go!

Shadow Lodge

Male Human WItch3(Gravewalker)/Rogue 2

Garvin hopes the captain doesn't do any thing follish. He seems very angry, hope he doesn't get anyone killed. As he readies himself for the journey, casting "Mage Armor" on his self.


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Cireth follows suit - as the caravan departs He casts Mage Armor upon himself. 5 hours


Male Human Cavalier 5
Alwrick wrote:
*Cast Message*

Abdul acknowledges Alwrick's spell with a salute as he took his station well behind the last wagon. He'd start off with them then drop back as they moved away from town. He reached into a pocket and drew out some shelled and roasted almonds which he munched thoughtfully as he watched the captain.

Captain wrote:
"The orcs are cowards. They won't sick around long enough to kill them all."

The man was blustering. Their presence unsettled him. This was a bad sign. If he couldn't handle allies, how would he bear up in a fight?


HP 53/53 | AC 20, T 12, FF 18 | F/R/W +7/+3/+7 (+2 vs psn, spl, sla) | Init +2, Percp +8

Agna watches Garvin and Cireth prepare their magical defenses, then waits until the town is out of sight. Once she judges that they are nearing the edge of civilization, she draws her warhammer and chants a hymn to Torag as she chalks mystic runes on it. Deathstrike rune. It will last for 5 hours (dumping all 4 runes on at once). I'm not certain how much time would have passed between casting mage armor and the runes - ten minutes, maybe more?


The wagons rattle along for about 45 minutes, before they roll down a gentle hill into a depression in the river bank. Just as the first wagon begins to climb out of the dip, a horrendous CRACK shatter the monotony of rumbling wheels.

Bear with me, this is complicated.

Abdul and Vermathus Only:
A mighty tree collapses across the path, blocking the wagons and startling the horses. Four orcs riding mules and carrying long wooden poles charge out of the forest and tuck their poles into the wheels of the first wagon. Simultaneously, a volley of arrows zips out of the treeline, peppering the wagons and the drivers.

DC 30 perception or 25 survival to act in surprise round.

Abdul, you can make it up to the back end of the wagons in a round if you use your horse's entire action to run. Vermathus, you could jump down and make it over to the mounted orcs in one round, but you wouldn't have enough to attack.

End of surprise round/

Round 1

It takes a round to unlatch and open the door to the wagon, so the rest of you will be joining in shortly.

Abdul and Vermathus Only:

These orcs held their actions to enter at the top of this round.

5 Orcs on mules bolt out of the forest and sling grappling hooks over the second wagon, trying to pull it over.

The captain jumps down from his perch and moves toward the fallen tree.

The caravan drivers jump down and begin to flee the scene.

Abdul and Vermathus Perception 15:
The first driver runs between the Captain and his target, and the Captain brutally cuts him down, leaving the driver smoldering and bleeding on the ground.

Abdul and Vermathus are next to act. If you did not get to act in the surprise round, the same options as before apply. If you did, you are in range to attack any of the grappling hook orcs.


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

Surv: 1d20 + 12 ⇒ (12) + 12 = 24 for surprise.. And nope..

Round 1

Perc.: 1d20 + 13 ⇒ (5) + 13 = 18
Vermathus notices the captain cut the driver down and takes note.. He then turns his attention to the Orcs.. Grabbing up his curve blade he charges the closest Orc..

Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Dam: 1d10 + 11 ⇒ (2) + 11 = 13

Confirm Crit
Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Dam: 1d10 + 11 ⇒ (6) + 11 = 17

Acrobatics, if needed..
Acro: 1d20 + 13 ⇒ (1) + 13 = 14

If another Orc is in range he will cleave
Attack: 1d20 + 17 ⇒ (20) + 17 = 37
Dam: 1d10 + 11 ⇒ (2) + 11 = 13

Cleave Crit confirm
Attack: 1d20 + 17 ⇒ (5) + 17 = 22
Dam: 1d10 + 11 ⇒ (7) + 11 = 18

AC is 17 from charge, 15 if cleave is allowed..


Male Human Cavalier 5

Survival to act on surprise round

Survival: 1d20 + 3 ⇒ (17) + 3 = 20

no surprise

Abdul cursed himself. The orcs were cunning and he was taken in like a country priest. "On your guard, we're under attack!" he messaged to Alwrick, probably unnecessarily.

Round 1

perception: 1d20 + 3 ⇒ (4) + 3 = 7

He doesn't see the captain's perfidy

He spurred his horse forward, drawing his scimitar as he rode. The drivers were fleeing the scene and he was forced to maneuver around them.


Vermathus easily chops down the nearest orc, taking him right off the back of his mule and sending him under the feet of the others.. The other mounted orcs are startled by the ferocity of Vermathus' attack and some of them begin to lost control of their mules, who buck and bray.

Abdul, you're in standard move range from the mounted orcs now.

Another volley of arrows flies into the fray, taking down one henchman as he steps out of the first wagon. A hooded figure emerges from the treeline near the archers to confront the Captain, who is angrily marching that direction. A strangely beautiful female voice comes from the hooded figure saying to no one in particular You take up arms with the Quinns? You are murderers and dogs!

The pole orcs launch bolas at the fleeing drivers, tripping one near the second wagon.

Finally, Agna gets the door to the third wagon open with a hefty smack of her hammer, and the door swings open, revealing clouds of dust and the sounds of struggle.

Perception DC 10:
The driver of the second cart has been tripped and is lying helpless under the shadow of the wagon as it is about to tip over.

Those of you getting out of the cart, you have enough action to get out of the cart and move within melee distance should you choose, but not enough to attack, unless using a ranged attack..


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Cireth gets out of the wagon and looks around.

Move Action: Leave Wagon
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Seeing the helpless man about to be crushed he quickly casts a spell that might help (note: This will be an atypical use of the spell, since the target is tripped and not grappled)

Immediate Action: Cast Liberating Command

Hopefully that gives him enough freedom to dodge it, best I can do given the situation

Since that's all he really can do for him at the moment he then turns his attention toward the quickly escalating battle and casts another spell, summoning an orb of fire on top of one of the orcs that is shooting arrows.

Standard Action: Cast Flaming Sphere (DC - Reflex 18)
Damage, save means no damage: 3d6 + 3 ⇒ (6, 1, 6) + 3 = 16

Liberating Command:

Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).

Flaming Sphere:

School evocation [fire]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

Level 1 spells remaining - 6
Level 2 spells remaining - 4


HP 53/53 | AC 20, T 12, FF 18 | F/R/W +7/+3/+7 (+2 vs psn, spl, sla) | Init +2, Percp +8

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Agna moves towards the orcs intent on toppling the wagon onto the driver, planning to distract/kill them before they can finish tipping it over.


Male Human Cavalier 5

Abdul spurs his mount into a charge and rides toward the nearest mounted opponent, drawing his shield on as he goes and guiding his horse with his knees.

Attack: 1d20 + 14 ⇒ (6) + 14 = 20

He gets a +4 for charging (Cavalier's Charge) and no penalty to AC.

Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Shadow Lodge

Male Human WItch3(Gravewalker)/Rogue 2

Walks to the edge of the wagon and cast Fortune Hex on Agna as she leaves the wagon


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

On hearing the warning Alwrick lunges forwards to the front of the Wagon.

"Ambush." he hisses.

Upon emerging into the fresh air Alwrick stands on the seat to get a good view of the area. He rapidly assesses the situation before launching into an elvish song of inspiration and gallantry.

Move Action: Go to the front seat of the wagon and stand up high to get a good view of the scene.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Standard Action: Bardic Performance - Sing (14 rounds remaining): Inspire Courage

Inspire Courage:
(Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

(Depending on the timing others may benefit this round from the bonuses. Initative roll in case relevant: Initiative: 1d20 + 4 ⇒ (17) + 4 = 21)


As the adventurers spill out of the third wagon, Quinn's men do the same from the other two as the orcs are tipping the second wagon. One of the henchmen cuts down a mule, sending its rider hard to the ground.

Alwrick, I take the actions in the order posted to keep things simple unless stated otherwise. Your buff will apply to the next round onward.

End of round 1:

Living combatants: All party members, Captain, tripped driver, escaped driver, hooded orc, 4 archer orcs, 3 pole orcs, 4 mounted orcs, 8 henchmen.

Initiative:

Mounted orcs - Captain - drivers - Abdul and Vermathus - archer orcs - pole orcs - rest of party - henchmen

Round 2

Perception DC 10, any time this round:
The orcs' arrows are blunted.

The leader of the mounted orcs, a massive, dark green hulk with scars across every inch of his body yells BELAY TOPPLE!!! Save the driver! The mounted orcs madly scramble to approach the wagon and right it, even as Quinn's men engage them.

The captain moves in to attack the next pole orc, calling out Kill the filthy beasts! as he engages another enemy. His sword sticks hard into the orc's wooden club, locking the two together and showering the orc with embers.

The driver, aided by Cireth's spell, struggles to get his feet free from the bolo, but it isn't quick work - he appears to be still trapped for a bit longer. Escaping a similar bond is a full round action according to the rules.

Abdul, this is where you fall in the initiative lineup, so I'm putting your charge here.

Abdul finally catches up to the caravan and joins the fray, his horse towering over the orcs' mules as he cuts one out of the saddle.

Vermathus is on the same initiative as Abdul, so he's up.


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

GM - did you account for the flaming sphere (and a save for one of the arrow orcs)?


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

Vermathus steps and attacks another Orc and will attempt to cleave..

Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Dam: 1d10 + 11 ⇒ (10) + 11 = 21

If is possible..

Attack: 1d20 + 15 ⇒ (18) + 15 = 33
Dam: 1d10 + 11 ⇒ (8) + 11 = 19

Confirm CLeave, if possible..

Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Dam: 1d10 + 11 ⇒ (4) + 11 = 15


Male Human Cavalier 5

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

What language are the Orcs speaking? I'm assuming orcish and that Abdul doesn't understand.


Cireth, the archers are too far away for the sphere to reach in one round. It's only got 30'/round.

The orcs are speaking orc...good catch. Except for earlier when the hooded one yelled. That was common.

Vermathus cleaves through 3 orcs with ease using his razor-sharp blade. Blood sprays out in spades and soaks nearby combatants. Wow. Just wow.

The archers are picking their targets more carefully now, focusing on the captain and the nearest henchmen, one of whom is taken down by multiple shots.

The pole orcs begin to fall back towards the main group as they continue wage war on Quinn's men. A few blows are exchanged, but, save for the captain, the groups are evenly matched.

Rest of the party, go ahead.


HP 53/53 | AC 20, T 12, FF 18 | F/R/W +7/+3/+7 (+2 vs psn, spl, sla) | Init +2, Percp +8

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

A question, Why are they trying to save him, flicks briefly through Agna's mind as she brings her warhammer down, missing one of the mounted orcs.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Shadow Lodge

Male Human WItch3(Gravewalker)/Rogue 2

Garvin on his init will move behind one of the orcs attacking drivers to set himself up for flanking, and then attack His dagger
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1d6 ⇒ (2) + (2) = 4


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Cireth takes a moment and concentrates, rolling his flaming sphere into a nearby orc.

Move Action: Roll Sphere
Damage (DC Reflex - 18 negates): 3d6 + 3 ⇒ (6, 2, 5) + 3 = 16

He then will step up and chant a spell firing two rays simultaneously, each at a different orc.

Free Action: 5' closer to the battle

Standard Action: Cast Scorching Ray
Ray #1 (touch AC): 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 4d6 + 5 ⇒ (4, 3, 1, 2) + 5 = 15

Ray #2 (touch AC): 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 4d6 + 5 ⇒ (2, 3, 3, 1) + 5 = 14

Time to light these fellas up


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Intelligence: 1d20 + 1 ⇒ (8) + 1 = 9

Blunted arrows? Why would they use... Alwrick quickly dismisses the thought half finished.

Alwrick stops singing but the +2 to hit and +2 damager persists for 2 more rounds due due to Lingering Performance

Snatching arrows from his quiver Alwrick quickly looses two shots at the nearest pair of Orc.

Rapid Fire: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Rapid Fire: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

-1 to hit if no targets within 30 feets - Point Blank Shot


Garvin slips behind the only mounted orc left, the massive, scarred leader. He tries to stick the orc in the back, but the orc is too wuikc, smacking Garvin's hand out of the way, but leaving his side open for two quick arrows to the gut from Alwrick. He groans, but doesn't go down.

Cireth's flaming sphere engulfs an archer, leaving him charred and shaking on the ground. Two more beams find their marks, blowing the other archers back. Only the hooded archer remains, moving in to engage the captain.

The remaining henchmen start to back off the scarred orc, not wanting to risk their lives while the adventurers are doing all the dirty work.

With the mounted orcs down, the wagon teeters and rocks. The hooded orc yells No deaths! Grizdalg! But it's too late. The wagon comes crashing down on the driver, instantly stifling his hurried grunts.

End of round 2.

Remaining combatants: Grizdalg - 2 pole orcs - Hooded orc - Party members - captain - assorted henchmen.

Initiative: Mounted orcs - Captain - Abdul and Vermathus - archer orcs - pole orcs - rest of party - henchmen

Round 3

The orc called Grizdalg shouts as he attempts to deflect blows Retreat! Protect the child! He throws his head to the sky and emits a powerful roar OOOOAAAAAAAAAAAAAAARRRRRRRRRR!!! His eyes steel, his veins pulse and swell, and he raises his enormous club to crush Agna.

Grizdalg's Attacks:

Attack: 1d20 + 17 ⇒ (6) + 17 = 23
Attack: 1d20 + 12 ⇒ (14) + 12 = 26

Damage: 1d10 + 11 ⇒ (6) + 11 = 17
Damage: 1d10 + 11 ⇒ (8) + 11 = 19

The club comes smashing down against Agna twice, forcing her down to one knee as the sheer power of the blows weakens and bruises her.

The captain disengages from his enemy, one of the pole orcs, and shouts Let 'em go, boys! Our friends can handle this.

Vermathus and Abdul, you're up. You're all essentially flanking the big, scarred orc now, except for Alwrick and Cireth, so all melee attacks get the bonus.


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

Vermathus sneers at the big Orc before bringing his blade around..

Attack: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d20 + 11 ⇒ (14) + 11 = 25


Male Human Cavalier 5

"Face me, you brute!" Abdul shouted at the big orc.

Shield's Challenge +5 damage to target but -2 AC from anyone else's attacks.

attack: 1d20 + 12 ⇒ (3) + 12 = 15

damage: 1d6 + 9 ⇒ (3) + 9 = 12


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

Don't forget +2 to hit and +2 to damage if you could hear my song


Male Human Cavalier 5

I'd forgotten that. So that's a 17 for the hit and 14 for damage.


Grizdalg takes two more blows that would have ended a lesser fighter, but his rage pushes his body beyond its limits. He shrugs off deep gashes on his chest, becoming angrier still, but his momentary distraction leaves him open for a killing blow... next hit will take him down

The two remaining pole orcs pull their mules around and begin to flee. The hooded off calls out in a broken voice Grizdalg! No! but she understands the gravity of the situation too well, so she turns and runs into the treeline. Your name will live on, my brother! she calls as she flees.

Perception DC 10:
You notice that the hooded Orc gently places a hand on her stomach before she runs away.


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

Capture him, we can interrogate him! cries Alwrick.


The captain shouts abruptly No! We can follow the others. Finish him!


HP 53/53 | AC 20, T 12, FF 18 | F/R/W +7/+3/+7 (+2 vs psn, spl, sla) | Init +2, Percp +8

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

A brief twinge of sympathy for the female orc is not enough to prevent Agna from hammering on Grizdalg.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

If that drops him into the negatives, it triggers the deathstrike runes. ("Deathstrike: The inscribed weapon stores a death knell spell that triggers immediately if a blow from the weapon reduces a target to negative hit points.") I'm not certain what the save DC on the death knell is, though.


Agna's hammer finds the opening beneath Grizdalg's arm, audibly cracking his ribs and sending him tumbling to the ground. He coughs heavily and collapses to the ground, moaning and gaping as if trying to speak. Unfortunately, the magic embedded in Agna's hammer is greater than his strength of will, and he gently closes his eyes as he slumps into death.


HP 53/53 | AC 20, T 12, FF 18 | F/R/W +7/+3/+7 (+2 vs psn, spl, sla) | Init +2, Percp +8

Well, I certainly hope that his dying words weren't important.

How many hit dice did Grizdalg have? It may matter for the duration of some of death knell's effects. (Link)

Temp. hp: 1d8 ⇒ 5


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Alwrick looks around to tally up the amount of wounded allies to see if he can afford to heal them all.

"Where are the drivers? Do we send the wagons back to town? he asks.


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

Vermathus looks around at the carnage.. "Theres more than seen going on here.." Pulling a wand he will quickly healing anyone in danger of death.. He works hs way over to the driver cut down by the captain..
Heal Check: 1d20 + 5 ⇒ (11) + 5 = 16 Looking at the captain.. "You will answer for your actions with this man.. Why would you cut down your own? Why the use of blunt arrows and use of non-lethal tatics by them? Alot doesn't make sense here and i want some answers.."

Let me know how many wand charges to use..


7HD, Agna.

As you inspect the battlefield, you find a most curious thing - the few henchmen that were defeated by the orcs are only unconscious, and none of them have life threatening wounds. There are many dead orcs, and the two drivers that were killed, but one Orc who got knocked off his mule early on is still alive but not stable. He raises his hand for help. The captain quickly signals one of his men who draws a knife and walks toward the injured Orc. The captain answers We're not paying you to ask questions. Your job is follow the orcs back to their camp and kill them. So get on with it. You're losing them.


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

"Last time i checked you weren't the one paying me.. You will answer why you killed that driver or i will not follow a single track.." Looking towards the man with the knife.. "And you sir will halt.. The Orc could provide ample information about the encampment.. I think it wise to stave your bloodlust captain, if it is to perhaps give us advantage at the camp.." Vermathus readies himself to disarm the knife if the man refuses to obey.. "And why the hell were these orcs trying to take us alive? Ive never seen tactics such as those used by them.."


The henchman ignores Vermathus and continues toward his task. The captain simply folds his arms and cocks an eyebrow.


Male Human Cavalier 5

Abdul trotted his mount over to interpose himself between the caravan guard and the injured orc.

"Heed the elf. I act on behalf of the Baron Eszterhazy and I do not take orders from a pig of a merchant nor his unwashed lackeys. This orc is my prisoner and under my protection."


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

Vermathus will intercede between the orc and the knife wielder.. "I said thats enough.. Now i wish to question him before any fate becomes him.. And i wish my questions answered Captain! Now i have no strong love for Orcs, matter of fact i hate them, but something is a miss here and i plan on finding out what.." Looking at the knife wielder.. "If you take another step i will remove a limb.. Now captain, why did you murder that driver?" He readies an attack on the man in front of him.. If he takes another step he will attempt to disarm him..


Human Male Sorcerer 4 (Draconic Bloodline) | AC 16 T 11 FF 15 IC 15 | Resist Fire 5 | HP 29/29 + 7 Temp | F +3 R +2 W +2 | Init +5 | Perc +6

Assuming Cireth's Flaming Sphere is still up and active he will interpose it between the fallen orc and the soldier that is moving to kill him.

Not a good idea He tells the soldier.

Cireth smiles, but it isn't at all friendly. For good measure he will also aim at the sky and draw upon the powers of his blood - shooting a 30' ray of fire into the air.

So what shall it be captain? My fire and his blades or the truth?

Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27

7/8 Bloodline Rays Remaining
6/8 Level 1 Spells Remaining
3/5 Level 2 Spells Remaining


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23

Addressing the henchman Alwrick says "The way I see it your hands are clean. The captain here may need to answer some questions but you, all of you..." turning to address the rest of the men.

"...you've done no wrong in my eyes.

Do you really want to jump into the fire with him?" he gestures at the captain.


The henchman freezes mid-step, obviously very conflicted and scared, now that all of the attention is on him. He gawks at the adventurers for what seems like forever. You can almost see the gears turning in his head. The silence is broken by the Orc moaning in pain, obviously begging for help. The henchman, frightened by Cireth's fiery display, turns to Alwrick, who appears more amicable, and says Ah, fine. I won't fight you. He drops his dagger and backs down. The captain, obviously surprised by the turn of events, quickly interjects We'll double your pay if you chase them now!


Male Human Cavalier 5

"Let them run. Our tracker," Abdul nodded at Vermathus, "will find them."

"But it seems we have some questions only this poor wretch can answer. Can anyone aid the creature?" He looked at his fellow adventurers as he said the last.


HP 10/10 | AC 14 | Init +4 | Passive Perc: 15

Vermathus steps over with his wand.. "Bind him and then i will heal him.." Looking to the captain.. "You still have not answered why you cut the driver down.. I have half a mind to take you back to town too face the justicar.. I signed on for this to help rid the world of bandit orcs and the more i see it im not so sure thats the case.. This is your last chance to come clean captain.."


HP 53/53 | AC 20, T 12, FF 18 | F/R/W +7/+3/+7 (+2 vs psn, spl, sla) | Init +2, Percp +8

Agna is torn. As much as she would like to see the orc dead, she must needs bow to larger things - the mission at hand, the need to get the rest of the team moving, group dynamics.

She casts stabilize on the orc, then wipes the blood off her hammer and heals herself. I'm not certain how many she'll have time for, so I haven't adjusted her hp.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Male Human HP 23/24 AC 22 FF 18 T 14 CMD 18 Fort +7, Ref +5, Will +4 Init +6 Per +7

"A wise decision."

Alwrick uses his wand to heal the Orc.

CLW: 49 charges remaining: 1d8 + 1 ⇒ (6) + 1 = 7

"Who speaks Orc? Can you translate for us?"

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