Steel Wolves - A Mercenary Campaign (Inactive)

Game Master Mark Sweetman

The Steel Wolves are a squad of the mercenary company the Blood Hawks. Currently stationed in Kalabuto, though the jungle calls....


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Male Keleshite Magus(Kensai Archetype)/5

I did, back on tuesday night...nobody listens to me:(

"Doc, get to making a sled please. If we keep debating this, we won't need to worry how to take the loot with us cuz we'll be dead from old age


Minor Crab-beast

A rudimentary sled is easily fabricated out of some branches and cloth. It ain't pretty, but you are fairly sure it will hold up well enough to allow you to take the vault's contents with you.

You set off, approaching as close as you are comfortable to Vankerman's campsite without alerting the sentries. Do you dare approach closer?

Just a short reminder that in order to advance plot I generally need defined actions. If you only speak it, I assume that you are just standing around talking.

If you declare it as an in-character action, like 'Bongo starts walking towards the camp' it makes it easier on me. Your squaddies still have the chance to reach out and stop you - but it gives me a confirmed direction to work with.


Male Half Elf Wolf Shaman 5

try giving some orders Blaze :)

Seeing that the travois was built and loaded; Sentis moved out toward the camp to get a better look at the porters.

Stealth - 1d20 + 6 ⇒ (14) + 6 = 20

Perception - 1d20 + 10 ⇒ (14) + 10 = 24


Minor Crab-beast

Sentis creeps closer and is able to get a closer look. The two porters on sentry are standing almost completely still, not even moving to swat at mosquitoes. Their face is covered with a chalky white substance and you cannot see the pupils of their eyes, despite the fact that they are open...

The rest of the camp is still obscured by the treeline, so you would need to come from a different angle to peer within. The jungle is quiet, and you hear no voices ahead.


Male Half Elf Wolf Shaman 5

...wow, those poor porters look out of it and a bit creepy...almost enspelled...let me take a look around...

The druid will skirt wide around the camp and come upon it from the other side.

...i wonder where Vankerman is?...

Stealth - 1d20 + 6 ⇒ (18) + 6 = 24

Perception - 1d20 + 10 ⇒ (19) + 10 = 29


Minor Crab-beast

Skirting the camp and keeping well out of sight Sentis tries for a better look. You can see a few more porters with similar dispositions from where you are..... And wait but you recognize one of the ones that slunk away whilst you dealt with the boggard!

There is a fire burning at the front of Vankermans tent, but the flaps are currently closed. To the left of the entrance you see Vankerman bound with rope, and he is in a bad way. One eye swollen shut and blood streaming from his mouth down his front. He is alive, but unconscious. You cannot see Musangi, but you hear some muffled sounds from within the tent.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Confirs with Sentis when he withdraws....

"Yah see why Dark an I though something was amiss here."

Assume we will be raiding the camp shortly! ;)


Male Half Elf Wolf Shaman 5

...oh no! i need to tell the other Wolves...we need to save Vankerman...

The half elf will creep away from the camp and return to where the Wolves were packing up the loot and approach Blaze.

Stealth - 1d20 + 6 ⇒ (17) + 6 = 23

Hey Sunny, I snuck around a bit and it looks like somebody has the porters enspelled and taken Vankerman captive. He's all tied up and in a bad way. I didn't see Musangi though. Orders?


Male Keleshite Magus(Kensai Archetype)/5

The swordsman sighs "Why am I not surprised he got himself captured?? I suppose we should go and rescue him, huh? Though if we don't we get to keep all the treasure to ourselves."


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Give tha word an I'l shoot someone!"


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
Memluk "Blaze" Seljuk wrote:
if we don't we get to keep all the treasure to ourselves."[/b]

"An get a rep as a merc company tha' comes back wit' more loot than they c'n carry but no' th' folks tha' hire'd 'em?" Doc says skaking his head. "No' worth it in th' long run."

Looking to Sentis, Doc chews one end of his thick mustache. "Enspelled how?"


Male Half Elf Wolf Shaman 5

Sentis looks around at all of his squadmates before answering.

I...Im not sure Doc. My knowledge of such things is limited. All I know is that they appear to be in a stupor. Theyre eyes are rolled back in their heads and theyre not even swatting at the mosquitos and no native would do such a thing. I even saw the one that 'wandered' off on us back at the village. Same tactics as the boggard attack Blaze?


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"Any other symptoms? Might not be magic. Might jus' be poison or somethin'"


Male Keleshite Magus(Kensai Archetype)/5

"I suppose it could be more boggards, which would just be really annoying. Grusk, I have an idea. Fire an arrow in their general vicinity, not to harm them, but to see if they react. If they don't, I say we sneak around back and try to just snatch and grab Vankerman and run."


Male Half Elf Wolf Shaman 5

I didnt dare get any closer Doc.


Male Half-Elf Martial Artist /4

Kaavel listens as the others in the squad try to decide what to do with the items and the porters. Wondering what happened to the porters exactly to make them act how the others were describing.


male Half orc Shapeshifter Skirmisher 5

Darkbiter stands by, concerned at the scouting report, greatsword in hand, ready to go.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Ya'll get intah position an I'll fire a distraction arrow."


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
Sentis Spinis wrote:

I didnt dare get any closer Doc.

"D'roga. Guess I'll jus' have t' see fer me'self.


Male Human Fighter 4

Cort draws and readies his blade, getting himself into position next to his squadmates and watching the porters. "I'll do like when we stopped the Biloko, moving past them to get into a better position."


Minor Crab-beast

Ok, so what I have garnered is a warning arrow fired close to but not hitting the porter sentry, then waiting for a reaction.
Apart from that the general plan is to lightning strike in and attempt to retrieve Vankerman.

IC post will come up tonight when I have enough time to write it out in detail.


Male Keleshite Magus(Kensai Archetype)/5

Yea, expect if the guards don't react to us, we move around to the back, where Sentis was, and grab Vankerman. No going through the guards if we can avoid it.


Minor Crab-beast

The squad pads quietly forward into position near the porters. You are roughly 40ft away before you dare not come any closer as a group as you might be discovered. At an imperceptible signal from Blaze, Grusk stands and sends a bowshot sailing in front of the sentries. The aim is good and the arrow sails clearly in full view of the porters, though does not strike them.

The reactions of the men are slow and ponderous, as though they were pulling themselves free of treacle - but they certainly saw it. One issues a low mournful sound, while the other starts walking forward scanning the bush with it's pupil free eyes.

Initiative Block:

Blaze: 1d20 + 9 ⇒ (5) + 9 = 14
Cort: 1d20 + 4 ⇒ (17) + 4 = 21
Sentis: 1d20 + 2 ⇒ (17) + 2 = 19
Kaavel: 1d20 + 3 ⇒ (15) + 3 = 18
Doc: 1d20 + 2 ⇒ (3) + 2 = 5
Grusk: 1d20 + 4 ⇒ (7) + 4 = 11
Darkbiter: 1d20 + 5 ⇒ (12) + 5 = 17
Porters: 1d20 + 1 ⇒ (8) + 1 = 9

Action Tracker (Round 1): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc

Over to the wolf pack...


Male Half Elf Wolf Shaman 5

If he can get passed the Sentries without coming within their reach (and provoking AoO) then Sentis will lead the way towards where he saw Vankerman drawing his scimitar.

This way!

Perception - 1d20 + 10 ⇒ (3) + 10 = 13

If he cant get passed them with getting attacked then he'll attack. this first sentry.

Attack - 1d20 + 5 ⇒ (7) + 5 = 12
Damage - 1d6 + 4 ⇒ (1) + 4 = 5


Male Half-Elf Martial Artist /4

Kaavel goes into an orthodox stance than follows after Sentis. He looks at the porters as he follows.

If we have to attack going to do non-lethal damage to any I attack. Otherwise same as Sentis only attack if we have to get past them.

Attack and Damage Rolls
1d20 + 4 ⇒ (5) + 4 = 91d6 + 3 ⇒ (1) + 3 = 4

Bad rolls.


Minor Crab-beast

You can get past with no AoO, and will end up just past them at the outer rim of the camp proper


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

What kind of action would it be to try to figure out what's affecting the porters?


Minor Crab-beast

Heal check would get you some details, even if you roll poorly if you spend a round you'll get some basic info


Male Human Fighter 4

"Well that went swimmingly..." Cort says with a roll of his eyes, then blurs into action.

Moving forward to keep pace with others, using standard action to ready action. If any porters move in to attack Cort will strike.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

Perception
1d20 + 5 ⇒ (10) + 5 = 15

Heal check
1d20 + 1 ⇒ (2) + 1 = 3

"Is not right, somethin is not right....."

Will continue to distract the guards and remain hidden....


Male Keleshite Magus(Kensai Archetype)/5

"Well, that's interesting. One of you scouts should probably try to sneak in and find out if we have any unwanted guests. If we do, it might actually be prudent to rid ourselves of them now. I would have liked to just snatch Vankerman and run, but I get the feeling that won't be possible" Blaze says quietly as he moves with the others towards their captured employer, scimitar out and ready for trouble.


Minor Crab-beast

Action Tracker (Round 1): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc

Cort, Sentis and Kaavel move forward reaching just beyond where the sentries stand. As you pass the 'porters' their heads turn to track you and one begins to turn to follow.

Grusk:
You cannot make head not tail of what might be afflicting them, but by watching their movements you do learn a few things. One of the porters sports a small cut that is still weeping blood. Though their movements are slow, they don't seem wholly unnatural. Lastly you saw their head turn such that their pupil-less eyes tracked the movement of the squaddies that moved ahead.

Will give you an update on what lies within the camp after Darkbiter's action is resolved.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"I did not shoot tha one, but he is bleedin."

"Yah think tha flies got him again?"


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"What th' heck? Doc said taking a better look at the Porters and wracking his brain for their affliction.

heal 1d20 + 4 ⇒ (13) + 4 = 17

That's going to be my whole action this round besides moving to a position to cover the squad from.


Minor Crab-beast

Darkbiter - you can retcon in an action for the first round. Just keeping this rolling.

One of the gate sentries turns and moves to attack Cort, as he was the first target to present itself. Cort - resolve the readied action on your round Lumbering forward, the porter strikes with closed fist.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 for 1d8 + 2 ⇒ (2) + 2 = 4

The second porter continues his low moan, with a loader volume.

Doc:
The porters seem a partial contradiction. You are pretty sure that they live, as they bleed and you can see the rise and fall of their chests. But their actions suggest a mindless approach. However they don't move with the stumbling gait of the lesser corporeal undead.
You have heard of a type of dark magic that can enslave a person's mind while they still live. Opressing their thoughts and making them act as though zombies dominated by their creator...

Action Tracker (Round 2): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +

"They're still alive, Wolves!" Doc called. "Wha'ever this's, 't c'n be undone."


Male Half-Elf Martial Artist /4

Seeing a Porter try to attack Cortland, Kaavel moves to strike at the porter.

I think I am close enough to move and still flurry of blows if not I will post both.
All attacks will be for non-lethal damage.

Flurry of Blows:

1d20 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (1) + 3 = 4

Attack:

1d20 + 4 ⇒ (14) + 4 = 181d6 + 3 ⇒ (2) + 3 = 5


Minor Crab-beast

Forgot to mention

The camp proper looks mostly abandoned. Vankerman is still unconscious and bound next to his tent that has the entrance flaps closed.

Perception DC 20:
You can hear some muffled sounds like voices from within the tent.


Male Keleshite Magus(Kensai Archetype)/5

"I'm going to shut up the loud one, who wants to back me up?"

Blaze will charge the moaning porter, striking him with the butt of his scimitar in the stomach. 1d20 + 4 ⇒ (10) + 4 = 14 for 1d6 + 1 ⇒ (2) + 1 = 3


Male Half Elf Wolf Shaman 5

Perception - 1d20 + 10 ⇒ (2) + 10 = 12

Sentis continues to move through the camp towards Vankerman; drawing the pitted dagger as he goes. He'll start to cut the man loose when he gets to him.


male Half orc Shapeshifter Skirmisher 5

Using the actions of the others as a screen, Darkbiter will try to slip around the backside of the camp near Vankerman's tent, and get inside the camp.

Stealth 1d20 + 8 ⇒ (1) + 8 = 9
Perception 1d20 + 10 ⇒ (12) + 10 = 22


Minor Crab-beast

Darkbiter:
Using the actions of the others as a screen, you range wider to come at the camp from another angle. You are able to get quite close to the tent and are about 15ft away at the start of Round 3.
You are to the side, and could reach either the main entrance, or a side entrance depending on which you prefer.


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Awww great a bunch o fellows I ken not kill."

Grusk considers back and forth between his bow and his greataxe......


Male Half-Elf Martial Artist /4

Perception: 1d20 + 13 ⇒ (8) + 13 = 21


Minor Crab-beast

Kaavel's flurry of fists does little to impede the porter, though Blaze lands a glancing blow with the butt of his scimitar.

Sentis and Darkbiter both draw near Vankerman's tent, albeit from differing directions.

Action Tracker (Round 2): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc

Damage Tracker:
Porter 1: 0
Porter 2: 3 non-lethal


Male Human Fighter 4

"Damnit that just makes it tough on me." Cort strikes out with the flat of his blade.

Readied Attack:1d20 + 4 ⇒ (12) + 4 = 16 For 1d8 + 2 ⇒ (2) + 2 = 4
Attack:1d20 + 4 ⇒ (12) + 4 = 16 For 1d8 + 2 ⇒ (6) + 2 = 8


Minor Crab-beast

Cort manages to strike the first porter with the flat of his blade twice, staggering the man a little but not sending him to the ground.

The porters attack back at the squad, the moaning one having stopped it's noises.
Cort Attack: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d8 + 2 ⇒ (8) + 2 = 10
Blaze Attack: 1d20 + 4 ⇒ (9) + 4 = 13 for 1d8 + 2 ⇒ (7) + 2 = 9

The whispered sounds within the tent grow louder, and you can make out a single voice chanting in a language that sounds close to Polyglot, but not quite.

Action Tracker (Round 2): Cort, Sentis, Kaavel, Darkbiter, Blaze, Grusk, Porters, Doc

Damage Tracker:
Porter 1: 12 non-lethal
Porter 2: 3 non-lethal


HP AC , CMD , Fort +, Ref +, Will +, Bombs , Init +
DM - Voice of the Voiceless wrote:


The whispered sounds within the tent grow louder, and you can make out a single voice chanting in a language that sounds close to Polyglot, but not quite.

"R'ight. We won't be 'avin' none o' that, thank ye." Doc says with a sneer. Downing a vial from his belt he cracks his neck and begins to run forward, slow at first but gaining speed and momentum, and somehow, size...

Enlarge Person elixir.

Instead of stopping at the tent, he instead simply grabs the bottom corner nearest the door and continues to run, ripping up ropes and tent stakes, folding the tent under around on itself, and dragging it all along with him, heaving himself in a circle at the end of his charge like a hammer-thrower and bringing the mess that used to be a tent into the ground as hard as he can.

Doc adds the tent and everything in it to his inventory. Forcibly. I'm guessing after repositioning last round Doc was about 20 feet from the tent. He moves forward another 30 feet, grabbing the tent on his way by.

Doc's current mass- about 1200 lbs

Doc's current drag weight- 1750 lbs.

I have no idea what effect this might have on the objects and creatures inside the tent. I'd imagine it will be surprising at the very least.


Male Human Fighter 4

Doc doesn't do things by halves does he? Damn...

Cort is struck a mighty blow, but moves to give one back. "Stupid zombies making me bleed on my shirt."

Attack:1d20 + 4 ⇒ (10) + 4 = 14 For 1d8 + 2 ⇒ (7) + 2 = 9


M half-orc Rogue 4 (acrobat) / Ranger 1 (falconer)

"Yah wouldn't happen tah have a sap would yah?"

Next mission knocking out drunks and pressing them into service on ships......

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