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 Half Elf Wolf Shaman 5

Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Survival: 1d20 + 14 ⇒ (1) + 14 = 15
Geography: 1d20 + 5 ⇒ (6) + 5 = 11

Sentis is revolted by the scene and doesnt see much reason to stick around.

Tracks are fresh Sunny. Do you want to follow them?


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

Grusk sweeps a wide arch ahead setting up a forward perimeter....waiting for the others to continue forward....


Minor Crab-beast

Following the trail left from the carnage it takes only a half hour before you can spy your quarry upon the horizon. From this distance you can't see much beyond that it appears to be a similar profile to your own. Unbowed you continue to follow and anticipation and unease grows as you near... Holmburg, unsettled by the churned remains is assured by Doc and lead into the head of your strange wagon - given comfort in control of some of the weaponry.
Doc, feel free to give him commands and use his attack bonus (+5 for ranged) to fire any weapons as you see fit.

Another ten minutes or so and you see the vehicle ahead of you stop... and begin a slow circle to one side. The figures are still small, but Sentis can make out some of the finer details. It is an open carriage drawn by a team of four draft horses, and the carriage bears but a single occupant... red tinged and seeming to stand upright in a crucifix pose. There are also a half dozen outriders near to the wagon on horses - mwangi, and similarly tinged with red.

Whatever they are they seem to have noticed you, and are turning to meet you... preparations for engagement would seem prudent.

They are still a good half thousand feet away at present, so you've got a little time to prepare or buff and choose your positions (ie. in the wagon, or on the ground).


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

Grusk stays on the ground

"Seems they done spotted us."

Grusk looks for a good place to hide and watch as the wagon approaches.
Stealth
1d20 + 15 ⇒ (8) + 15 = 23

Perception
1d20 + 9 ⇒ (19) + 9 = 28 +2 monsterous humanoids

Initiative
1d20 + 4 ⇒ (15) + 4 = 19


Male Half Elf Wolf Shaman 5

Sentis quickly relays what he sees going on as he dons the Tolokoshe mask. He took up the reigns and prepared to drive the War wagon into battle for the first time...hopefully it doesn't show too bad that I have no idea what I'm doing... The druid banished the unsure thoughts and asked Doc.

Any advice?


Male Keleshite Magus(Kensai Archetype)/5

Noting the enemies, Blaze starts to issue orders "Grusk, sneak around behind them and help us spring an ambush. Sentis, pull us close and then join me on the ground to help Grusk. Doc, you and Holmburg man the weapons and cover us."

He smiles at his second Doc, in case you forgot "Uh, unless you have a better idea. I want to get on the ground and at least attempt some diplomacy"


Male Half Elf Wolf Shaman 5

Sentis nodded at the orders and started moving the war wagon closer.

I have a feeling that diplomacy isn't going to work this time. That man standing in a such a strange pose in the wagon is creeping me out.


Minor Crab-beast

There isn't too much to the ground that would lend itself to ambushing per se... given that it is mostly flattened plains. However there is enough brush and rise and fall in the terrain that Grusk is confident he can hide himself away from sight if he stays reasonably still. Circling around behind them would be difficult... not impossible, but challenging.

As the carriage draws closer, you can make out more of the opposing figure's features. The outriders seem to hang limp in their saddles, and their heads loll about as they ride... but you see them move enough to note that they are actively guiding their horses. Their chests are not just reddened, but have been torn open in similar manner to the Bas'o you saw earlier.

The figure on the carriage is slightly different. The red tinge that you saw from afar starts at it's mouth and spills down it's front... though there are no wounds upon him. It's hands are also tinged red with blood and you see that the floor of the carriage is awash with it. There are no evident reins, so he must be controlling the horses via some other manner. It is a mwangi man though - you are reasonably sure of that.

All of the horses you see appear to be mortal and mundane, though their movements are slightly more lethargic than you might expect. As the morbid and macabre procession grows closer, the outriders being to sweep out in a circling motion - three to each side of you like pincers ready to pounce... while the carriage plows directly for you.

300 ft distant - and a pause to allow Doc to unleash whatever he chooses to unleash from the pimp wagon.


Male Half Elf Wolf Shaman 5

Horrified at the sight; Sentis stared wide eyed for a second.

How, and even why; would we talk with that? We will be doing the world a favor by destroying whatever it is.

The half elven druid called to mind one of his most powerful spells and looked around hoping for rain clouds.

Cast Call Lightning

Let me know when I am needed on the ground Captain. Else I will just blast them with lightning from here.


Male Keleshite Magus(Kensai Archetype)/5

Blaze smiles at the druid "When you're right, you're right. Didn't realize how bad it was. Grusk, belay that order and get your butt back in here, double time! Blast these abominations straight back to whatever hell they sprang from!! "

I had yet to leave the wagon, as I was still in planning mode. Not sure how far Grusk got, if at all, from us


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

"Yuck. That fellow def'nitly looks like he'd be better off dead." Doc says. "Pack wagon field-test one, here we go."

"Holmburg! Line up the sights down the nose with the hand levers. The thumb buttons trigger the bolt-throwers!"


Cannon 10/10, Bolts 8/12, Breath 6/6, Blast 9/10, Fire 3/4, Smoke 2/2, Tanglefoot 2/2

Holmburg's Attack w/ bolt throwers: 1d20 + 5 ⇒ (11) + 5 = 16
Damage (Large Heavy Crossbow): 2d6 ⇒ (2, 1) = 3

Doc lines up his own shot and fires the Trident-Launcher.

Large Trident: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage: 1d10 + 1 ⇒ (8) + 1 = 9

The two missiles streak towards their target. A ratcheting sound inside the packwagon's head starts the auto-reloading process for the left-eye bolt thrower. The Trident collapses into ash and smoke, reforming in the cannon tube once again.

-Ammo Counter-
Left: 5/6, reloading next round
Right: 6/6


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

Being sure he has not been spotted yet Grusk takes aim at the figure on top the wagon....once it closes within range (30).....

Composite Shortbow Attack
1d20 + 8 ⇒ (7) + 8 = 15 +2Monsterous humanoids

Damage 1d6 + 4 ⇒ (1) + 4 = 5 +2Monsterous humanoids

Sneak attack +2d6 ⇒ (2, 1) = 3

"We got trouble!"


Minor Crab-beast

The bolt thrower's action releases with a hefty thunk and the large quarrel sails through the air to strike on the carriage... but the structure shrugs off the blow without being overly damaged. The trident misses by a small margin due to the range, but you seem to have garnered it's attention.

You can hear chanting begin to emanate from the carriage with the crossed man, deep and sonorous and carrying across the plain... a mwangi dialect that you don't fully understand, but catch snippets of meaning. Something about child gods... strength of flesh... and burning.

The riders continue to circle around, while the carriage ploughs straight towards you once more.

Map
Note: not to scale, I'll zoom in next round. The carriage is roughly a hundred and fifty feet in front of you. The riders are a little closer, but off to one side.
We'll play this out using an 'us vs them' initiative tracker -> so you guys are up for Round 1.
Call Lightning in effect - but the sky is only slightly overcast,so it isn't boosted.


Male Half Elf Wolf Shaman 5

Cant get this song out of my head for this scene - Jesus Christ Pose

With the very impressive war wagin seeming to be in good position; Sentis thought about jumping down to the ground...but first, lets see what this thing is made of... The half elf had had a deeper connection to nature now and called upon one of its most destructive forces. A bolt of lightning struck down from a clear sky to strike the macabre being in the wagon.

Reflex Save DC 17 for half of Damage: 3d6 ⇒ (6, 1, 6) = 13


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

How's someone who's been crucified supposed to make a reflex save?


Minor Crab-beast

Poorly... badoom, tish


Male Keleshite Magus(Kensai Archetype)/5

Doc, what weapons are still unmanned?


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

The driver's weapons, which are the main cannon (big ol' scatter gun, fixed fire straight forward) and the two grapple launchers. Without someone in the hold to reload the cannon you've pretty much only got one shot. It'll go over the Ankheg's heads, but it might scare the acid out of them. Whoever fires it should probably have an impressive Handle Animal score until we get them Combat Trained.


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

Grusk utilizes fast stealth
Stealth
1d20 + 15 ⇒ (12) + 15 = 27

Slings his bow across his back and makes a dash for the pack wagon, using acrobatics and the idea he has had for more than a few days, he uses the mounts to enter the front of the wagon....

Acrobatics check
1d20 + 12 ⇒ (16) + 12 = 28


Minor Crab-beast

Any actions from Blaze and Doc?


Male Keleshite Magus(Kensai Archetype)/5

Blaze will man one of the shoulder launchers. Is there a target in range?


Cannon 10/10, Bolts 8/12, Breath 6/6, Blast 9/10, Fire 3/4, Smoke 2/2, Tanglefoot 2/2

That puts Blaze in the Driver's seat. I think the targets are still out of range of the launchers. Once they are within about 80 feet it'll be feasible to try to grapple-launcher them

Mortar, second range increment: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19

Successfully hit square K4. Blast zone is a 30' circle. All creatures and objects in the blast zone take an attack at the same bonus as above. If it hits they take 5d6 bludgeoning damage

I know there's at least one target. You'll need to roll for the rest, if there are any

Blast Shot, at Crucified Mwangi: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Damage: 5d6 ⇒ (3, 1, 4, 1, 6) = 15

Dog presses a lever down and engages a foot pedal. Rack and pinion gear mechanisms spin the payload selector and bring up a canister with a red stripe painted around it.

Move action, change ammo type. free action, engage reloader. Mortar will be reloading a Fire bomb over the course of the next round.


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

"Mortar mark III, standard shot. I call that a successful test." Doc says to himself with a grin.

"How you doin' Holmburg?"


Cannon 10/10, Bolts 8/12, Breath 6/6, Blast 9/10, Fire 3/4, Smoke 2/2, Tanglefoot 2/2

Holmburg fires again, apparently doing fine.

Bolt Thrower: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 ⇒ (4, 3) = 7

The left thrower locks into it's armed state ready to be fired again. The right mechanism engages, bringing a new bolt down and ratcheting back the firing springs.

-Ammo Counter-
Left: 5/6,
Right: 5/6 reloading next round


Minor Crab-beast

The sky parts and a thunderous cascade of lightning strikes the mwangi atop the chariot. You see a flicker of pain and a grimace, but the strike is endured with little pause.

Grusk moves with stealth low to the ground and rejoins the ankheg battle wagon, slipping into the interior.

Blaze moves within the wagon to a shoulder launcher and awaits the rider's approach.

A mortar shot explodes atop the crucified mwangi, though as the smoke clears the damage sustained does not appear to match expectation. The carriage is singed and the woodwork is damaged, but the mwangi itself has but light scratches and bruises.

Holmburg unleashes antoher bolt at the crucified target, striking along a flank and leaving a torn gouge in it's side.

The carriage then stops in place as the ankheg continue to move forward towards it. The riders upon the flanks charge towards the carriage, drawing alongside. As they do so the chest cavities of the mwangi tear further open and the ribcage looks to almost be as a oversized jaw, jagged edged and biting. All six riders leap from their saddles and attempt to get a grip upon the exterior of the ankheg wagon...
Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5
Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
Acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10
Acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12
Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
...though none of the macarbe figures manage to get decent purchase and instead tumble to the ground.

I'm rule of thumbing that a DC 15 would be enough to get purchase on the wagon and keep a grip for this round.
Post preview... wow, DM dice are definitely not hot today...

The mwangi atop the carriage though begins to chant in a dark tongue and his eyelids flutter. Based on the words and intonation it would appear that some kind of summoning spell is being attempted...

Mwangi's summon is a 1 round casting time.

Map
Still out of scale - the mwangi's carriage is now about 70ft ahead of you


Male Wolf

The young wolf growled and bolted from where he had hidden with Grusk and snapped at one of the outriders ankles.

Move to I.15

Attack vs I.16: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Half Elf Wolf Shaman 5

Absolutely horrified at the sight of what used to be a man in the carriage and more so for the chanting issuing forth from it; Sentis called upon nature again to strike with lightning.

Reflex Save DC 17 for half of: 3d6 ⇒ (3, 1, 4) = 8


Male Keleshite Magus(Kensai Archetype)/5

Does Blaze have line of sight/effect to the chanting guy?


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

From the Driver's seat, yeah, unless they're behind us and I hadn't noticed.


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

The chanting figure seems to be up to no good.....

Composite Shortbow Attack 1d20 + 8 ⇒ (17) + 8 = 25

Damage 1d6 + 4 ⇒ (4) + 4 = 8


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

Doc raises his eyebrow in amazement as the smoke slears around the other wagon and shows the unexpected lack of damage.

"Tough Sonofab!~%!."

With nothing much to do but keep firing, Doc adjust his aim on the Trident Launcher and fires...

As a note, Doc is actually in the Rear gunner's seat. He should be at the back of the wagon, not the front. I think Blaze is in the driver's seat, and Holmburg is basically directly above him in the head.


Cannon 10/10, Bolts 8/12, Breath 6/6, Blast 9/10, Fire 3/4, Smoke 2/2, Tanglefoot 2/2

Trident Launcher: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11

Holmburg continues to fire the bolt-throwers at the gruesome Mwangi.

Bolt Thrower: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 ⇒ (4, 4) = 8

-Ammo Counter-
Left: 4/6, reloading next round
Right: 5/6

Mortar finishes loading Fire bomb


Minor Crab-beast

Blaze - yes, you have LoS.


Male Keleshite Magus(Kensai Archetype)/5

Blaze launches a trio of bolts made of pure energy at the chanting Mwangi 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12 Magic Missile


Minor Crab-beast

Concentration Checks: 2d20 ⇒ (11, 9) = 20

DM Note:
Page 379 of RC, Girallon-Sired

The chanting figure shrugs off the worst of your attacks with only momentary pause - Blaze's magical missives making some impact, but unable to disrupt it's summoning. The words come to a close, and a figure appears on the right flank of the wagon... a great hunched giant, akin to those that ply the hills as bandits... though covered with a black fur and bearing four arms that end in sharp and elongated claws. The giant charge the wagon, thumping into it's side with a heavy weighted arm...
Claw attack on wagon: 1d20 + 15 - 3 ⇒ (9) + 15 - 3 = 21 for 1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21

The six dehorsed creature converge upon Baran, and seek to wrestle the wolf into submission...
Grapple: 1d20 + 8 + 6 ⇒ (7) + 8 + 6 = 21

The mwangi atop the wagon pauses for a few moments, though it is now bloodied and surveys how you react.

For me to update the map... did the ankheg continue to charge forward or did you bring them to a halt?


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

That's a Blaze question. He's driving.


Male Keleshite Magus(Kensai Archetype)/5

Since I lack skill in handling animals, seems like a good idea to stop them.


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

Grusk takes aim at the spellcaster hoping to catch him unawares.....

Composite Shortbow Attack
1d20 + 8 ⇒ (15) + 8 = 23

Damage
1d6 + 4 ⇒ (5) + 4 = 9

Sneak attack +2d6 ⇒ (3, 4) = 7


Male Wolf

Edited Baran's profile. His CMD is 17. Does he get an AoO vs the Grapple?


Male Half Elf Wolf Shaman 5

Sentis draws his scimitar as he calls down another bolt of lightning at the horridly posed creature in the wagon.

Lightning damage: 3d6 ⇒ (3, 3, 2) = 8


Minor Crab-beast

The mwangi shrugs off another of the lightning strikes as Baran is buried under enemy flesh just to the wagon's rear.

Grusk's arrow flies true once more and sinks into the flesh of the crucified man, who is now seeming to become more haggard and drawn with the force of injuries incrementally mounting up.

The ankheg come to a stop, but are clearly in some distress given the force of battle. They seem to be fighting impulses to either charge forward or wheel to face the newly arrived giant.

Updated Map - still not 100% to scale, so please use liberal and player favored interpretations of distances for your actions.


Cannon 10/10, Bolts 8/12, Breath 6/6, Blast 9/10, Fire 3/4, Smoke 2/2, Tanglefoot 2/2

Holmburg kept the trigger held down, letting the mechanism discharge as soon as it was ready, throwing bolt after bolt into the flayed mwangi.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 2d8 ⇒ (5, 5) = 10

Doc spat out the butt of his cigar and adjusted the mortar's aim a bit, firing another bomb toward the terrible wagon opposite them.

Attack (dc 15): 1d20 + 5 ⇒ (10) + 5 = 15 Hit
Aimed at square G3. Everything in 30' of that square takes Fire Damage: 4d6 + 4 ⇒ (5, 5, 6, 3) + 4 = 23

-Ammo Counter-
Left: 4/6,
Right: 4/6 reloading next round

Mortar begins reloading another fire bomb


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

Looking to his right at the giant that had suddenly appeared next to them, he cursed.

"Blaze, git those bugs attackin' or buried! We need all the help we c'n git!"

Not sure what the range on their acid spray is, but we should be taking advantage of it.

A good attack routine would be: Bugs spit acid then bury themselves, then the main gun fires. Next round, bugs pop up and spit acid, and the gun is reloaded. Rinse repeat.


Male Keleshite Magus(Kensai Archetype)/5

Do I need to make a Handle Animal check to get the Ankhegs to attack?


Minor Crab-beast

You need a Handle Animal check to get them to do what you want them to yes.


Male Wolf

The young wolf struggles to free himself from the press of enemies bearing down on him. He growled and yipped in frustration and fear.

Break Grapple: 1d20 + 5 ⇒ (6) + 5 = 11


Male Half Elf Wolf Shaman 5

Sentis didn't know what to do but thought that the cross posed figure in the wagon was the key to it all. He could feel the power of nature right there waiting for his call so call on it he did.

Call Lightning Damage/Reflex Save DC 17 for half: 3d6 ⇒ (5, 6, 5) = 16


Male Keleshite Magus(Kensai Archetype)/5

"Sentis, I need you to take the reigns here! We need the ankhegs to assist us!"
With that said, Blaze jumps out of the driver's seat and joins Grusk on the ground.

"Grusk, let's take it to that four armed freak, Wolfpack style!"


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

"Sure thing Blaze, Ill lead the way!"

Greataxe Attack
1d20 + 7 ⇒ (13) + 7 = 20 +2 vs Monsterous humanoids
Damage
1d12 + 4 ⇒ (12) + 4 = 16 +2 vs Monsterous humanoids

Precise strike + 1d6 ⇒ 5

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