Taking Back Kintargo

Game Master michaelane

Roll 20


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Male Human 1 Cleric

knowledge local: 1d20 + 7 ⇒ (2) + 7 = 9
yup good start all around :P

Well that will cause a row, I am beginning to wonder if the man is just a fool, or a jerk, this will cause blood mark my words Yorrick.

He lamented and shook his head sadly, like Yorrick he glanced about for anything of interest.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

That it will, and I think perhaps it is time I followed in my brothers footsteps. Keep an eye out for some nobles who seem sympathetic to that assclown. It might be time to start some trouble.


F Human (Chelaxian) Slayer (Deliverer) 1

Alessia replies to Aethn
I don't like this guy. I believe he shall feel the sting of backlash from those words.


Pompous arse, probably has someone pronouce that word for him from the side.

Lantern Lodge

As if to punctuate Beorn's observation, someone in the crowd throws a handful of manure at Barzillai. It seems to take forever to arc across the sky toward the 3rd story window until it smacks futilely against the side of the opera house. Though the putrid projectile misses Thrune's noble personage, the close call causes the lord-mayor to flinch and spill wine across his ornate clothing.

From across the park, you see his face shift from an amused, pompous demeanor to bellicose. He shrieks, "Enough of this! Nox, run them off, arrest them, or kill them. I don't care which!" before retreating into the opera house and slamming the windows.

Down below, the dark-haired woman, Nox, immediately mobilizes the dottari, who draw their weapons. At the same time, men and women throughout the crowd pull back their cloaks, revealing matching armbands, truncheons, and the sadistic grins of Chelish Citizens’ Group members eager to mete out some “justice.”

A pair of thugs close in on Ed and Yorrick, while a second pair closes on Aethn and Alessia. The first thug misses Ed, but from behind him, the second one hits him behind his ear. 3 hp nonlethal damage to Ed. Not far away, the second pair close in on Alessia. Again, the first misses but the second one strikes a blow to Alessia's temple. 5 hp nonlethal damage to Alessia.

Over by the opera house, someone in the audience throws a dagger and scores a lucky hit on Nox, the knife sticking into her throat. With a snarl, she yanks out the dagger at the end of this round and the wound swiftly heals—she ducks into the opera house a moment later.

Secret GM Rolls:

1d20 ⇒ 19
1d2 ⇒ 1
1d2 ⇒ 1
1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4
1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
1d6 + 2 ⇒ (1) + 2 = 3
1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10
1d20 + 2 - 1 ⇒ (18) + 2 - 1 = 19
1d6 + 2 ⇒ (3) + 2 = 5

Quote:

Round 1

Initiative Order CCG Thugs, Beorn, Aethn, Yorrick, Ed, Alessia
Don't wait for PCs ahead of you to post, unless you want to delay until someone else does something specific.
CCG Thugs AC 13 T 10 FF 13
Special Conditions
• You can move through a protester's square, but it is considered difficult terrain.
• For Beorn, the crowds part automatically, recognizing him as the singer of the tea and puppy songs. In other words, no difficult terrain for Beorn.
• To get away from the riot, you can move your token off the map. Once you do so, the next round you can take a full-round action to escape.


Beorn is not surprised at Thrune bringing down the hammer on the people but is still shocked. Realizing that they are sorely outnumbered and armed, Beorn knows he must flee the scene.

Unwilling to sacrifice his audience, Beorne urges them to flee. Don't risk your lives! Flee and live to sing another day, hopefully free from these mendicant's ridiculous decrees!

Diplomacy.Cha check, +2 bonus: 1d20 + 4 ⇒ (4) + 4 = 8

Beorn starts exiting stage left.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

thanks for the flank DM


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

or should we just be running?

Lantern Lodge

Entirely up to you guys, but I love how the one I left free to come help one of you decided to flee instead! :) He's not even singing as he runs!


Male Human 1 Cleric

You friend turned your back on your city for a thrunite toady, For shame.

He chastised the man who struck him drawing out his estoc. He wasnt attempting to stun the man, but to end his foolish life.

estoc attack: 1d20 + 1 ⇒ (10) + 1 = 11
damage: 2d4 + 1 ⇒ (4, 3) + 1 = 8


F Human (Chelaxian) Slayer (Deliverer) 1

Alessia stares at her assailant, burning his image in her mind. He will die... just not today.

At the top of her voice she screams DO NOT RESIST!!! IT IS WHAT HE WANTS - SO HE CAN BREAK US BEFORE THE SPIRIT OF KINTARGO UNITES AGAINST HIM!!!! WALK AWAY - OUR DAY WILL COME!!!

To Aethn, Come brother, we will have our day to repay the Chelish Citizens group for their kindness With that she turns and leads Aethn away, drawing her shield, but not her weapon.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Well there is a reason folks say run like a bard

1d20 + 8 ⇒ (1) + 8 = 9 local What is the punishment for attacking these guys?, Being convinced he could not possibly get in trouble for this...

sap: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 for 1d6 + 1d6 ⇒ (5) + (3) = 8 non-lethal

Yorrick draws his sap and tries to hit the churl who attacked Ed in the back of the head


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

dude the dice generator is balls.

Dice burn:
100d20 ⇒ (7, 6, 15, 4, 1, 20, 18, 12, 17, 4, 10, 14, 1, 11, 12, 6, 10, 17, 20, 11, 5, 6, 3, 14, 19, 1, 1, 17, 5, 18, 15, 15, 14, 2, 7, 8, 17, 7, 18, 3, 11, 12, 16, 4, 6, 2, 20, 4, 10, 16, 18, 4, 9, 5, 10, 18, 12, 20, 6, 12, 16, 18, 4, 15, 7, 12, 19, 19, 10, 12, 9, 12, 4, 17, 10, 1, 1, 4, 15, 15, 8, 6, 17, 10, 7, 8, 13, 19, 17, 10, 10, 4, 19, 11, 6, 12, 20, 3, 15, 5) = 1066


Beorn is quite obviously trying to lead the fair people of Kintargo away so they don't get hurt.

Beorne will sing anyway as he runsAdd +1 hit/damage
Good Sir Robin!!!!!!!


Skills:
Bluff +6 | Disguise +6 | Know (history) +4 | Know (local) +7 | Know (planes) +8 | Know (religion) +4 | Linguistics +8 | Perception +4 | Stealth +7 | Sense Motive +4 | Sleight of Hand +4
Combat:
BAB +1; CMB +1; CMD 14 | (Melee) Bladed Scarf +1/1d6; Dagger +1/1d4 | (Ranged) Dagger +4/1d4; Lt. XBow +4/1d8
Vitals:
HP 10 | AC 13 (17/18); Touch 13; Flat 10 (14/15) | Fort +2; Ref +5; Will +0 | Initiative +3

Hmm. I posted this morning but it seems to have disappeared.

"This mess is beyond my skill. Let's get out of here. If we get separated, you know where to meet." Mr. Erdemon then tries to move through the crowd, staying close to Alessia. If one of the guards appears, he attempts to blend into the crowd.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

And the dice roller continues to hate me.

Lantern Lodge

Chaos has erupted across the park. Crowds surge back and forth in confusion, many fleeing the scene of the protest, while others find themselves trapped. You see some protesters being apprehended by the dottari while others get bloodied by power hungry thugs of the Chelish Citizens' Group.

Calling out to the crowd to get to safety, Beorn heads for the streets. On the other side of the park, Alessia calls to the crowd and her brother to do the same. Aethn bolts for safety and Alessia tries to do the same, but the thug she stared down decides to take another cheap shot at her as she retreats and he scores a lucky hit, dropping her unconscious to the now muddy lawn. A trickle of blood seeps from her scalp where his truncheon broke through her skin. 11 nonlethal, bringing Alessia to 16 nonlethal and unconscious. The thug growls, "Stupid b&%#+. Too bad her boyfriend got away. Let's go see if we can discourage some more of the little chickadees."
Sorry Alessia. From where you were in the flank, a withdraw would only get you one free square meaning that at least one of the thugs gets an AoO and he just got really lucky. I've gone ahead and moved Aethn off the map since a withdraw action would be successful for him, but he can try to come back for you in Round 2 should he so choose.

South of the fountain, Ed decides to show the thugs a lesson, drawing his estoc and not messing around. Strands of a song about the wonders of tea drift across the rioting park and inspired and benefiting from a quick move by Yorrick, Ed slips his blade into the thug's side. His foes dark grin goes black with rage. Yorrick hasn't heard of the Chelish Citizens' Group before today. He isn't sure if they are some sort of official law enforcement or a more informal organization. He certainly knows that killing someone in Kintargo could very well meet with trouble, especially if that person is a friend of the current regime. Worried that lethal force might be risky, he decides his sap is a better option and scores a solid blow against the thug knocking him hard to the ground.
So, this is a little tough to play via PbP, but there is no reason Ed and Yorrick could not have coordinated their attacks so that both benefited from the flank. With the inspire coming from Beorn and a flank, Ed hits and Yorrick did enough non-lethal to drop the first thug.

Secret GM Things:

1d20 - 1 ⇒ (20) - 1 = 19
1d20 - 1 ⇒ (20) - 1 = 19
1d6 + 2 + 1d6 + 2 ⇒ (1) + 2 + (6) + 2 = 11

Leaving Alessia for the dottari to collect, the thugs move off, looking for more protesters to teach a lesson to. Hearing a cry from one of their friends down by the river, the head in that direction though moving through the crowd takes them some time. Having seen his companion stuck with Ed's estoc, the other thug facing Yorrick and Ed moves cautiously, sliding toward the river. There is no mistaking his anger however. This time when he strikes at Ed, he isn't pulling any punches. Shaken by seeing his fellow go down so quickly, his swing misses completely.

Secret GM Things:

1d20 + 3 ⇒ (1) + 3 = 4
1d6 + 2 ⇒ (1) + 2 = 3

Quote:

Round 2

Initiative Order CCG Thugs, Beorn, Aethn, Yorrick, Ed, Alessia (Unconscious)
CCG Thugs AC 13 T 10 FF 13
Special Conditions
• You can move through a protester's square, but it is considered difficult terrain.
• For Beorn, the crowds part automatically, recognizing him as the singer of the tea and puppy songs. In other words, no difficult terrain for Beorn.
• To get away from the riot, you can move your token off the map. Once you do so, the next round you can take a full-round action to escape.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Sap 1d20 + 2 + 2 + 1 ⇒ (18) + 2 + 2 + 1 = 23 for 1d6 + 1d6 + 1 ⇒ (6) + (3) + 1 = 10

Yorrick, pops a sharpened dagger out of his wrist sheathe and brings his sap down hard on the thugs head from his flank

I don't know who is singing fr us, but I feel great about this decision He says as the thug crumples [ooc] i assume it crumples


Bard round 5/6

Hearing the cries of pain from the crowd as the thugs lay into them, Beorn's heart is stirred into action! Good people! Continue to head back home! I will guard your backs! He dashes back, his feet are wings as he sees the flashing clubs of thugs trying to beat several people down. Herree I am to save the daaayyyy!!

Double move down to current location 60' feet line on manp traces route


Male Human 1 Cleric

Not that we know Alessia yet, did we see her go down trying to flee? are they the additional problem makers?

concentration check for defensive casting?: 1d20 + 6 ⇒ (19) + 6 = 25

Really fools, you should have just left well enough alone.
He began Threatening their foes with his estoc while reaching into his belt pouch and pulling out a small handful of colored sand, a bright arc of brilliant rainbow light emitted from his hand in a wedge of corruscating color.
here badguys has some colorspray Will(negates) save 14 or 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

. The one we flanked should be down Ed. I just did another 10 damage


Male Human 1 Cleric

oh good, i sort of was ignoring him anyhow i had the faith in you *lawls*


F Human (Chelaxian) Slayer (Deliverer) 1

In her unconscious state Alessia will dream of the moment that she runs the CCG thug through with her longsword. Otherwise she will enjoy a short nap in the park.

No apology neeeded, I figured it would happen - was hoping I could avoid the blow with the shield, or soak the damamge... but it does make for an interesting story!

Lantern Lodge

I'll just put Aethn on delay. I figure he's going to either stay off map or come back for Alessia. Yorrick, you already took care of the one that you and Ed were flanking so I had you five foot step to get to the other one. It still keeps you out of Ed's spell.

As the crowd continues to try to find ways to flee the park, Beorn hears the sounds of pain from the river. Reversing his direction, he charges past the fountain and the crowds surrounding it, racing to see if he can help. The swelling ballad of tea and puppies invigorates Yorrick, who steps up to the second thug that originally jumped he and Ed. Yorrick's sap is a blur as it connects with the thug's temple and drops him hard to the ground.

Ed, since Yorrick knocked out the one thug, I'm moving you up. While you made the concentration check, you actually don't need one now.
Ed steps up and sends a cone of brilliant colors over one of the new thugs racing onto the scene as well as an innocent bystander. It seems Ed's aim might have been a little high in all the excitement as both the thug and the bystander manage to avert their eyes and avoid being knocked out cold by the spell.

Secret GM Things:

1d20 - 1 ⇒ (19) - 1 = 18
1d20 ⇒ 16

I'll post the start of Round 3 action in the morning.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Yorick looks at his sap in amazement

Ed! Did you see that!


Beorn has a new song that he slips into while racing to help those in need

Yo Kintargo!
We'll fight for freedom where ever there's trouble.
Kintargo is there.

It's Kintargo against Thrune the enemy
Fighting to save the day.
We never give up.
We're always there,
Fighting for freedom over land and air

Kintargo- A real Chelish hero
Kintargo is there

We never give up.
We'll stay til the fight's won.
Kintargo will dare.

Kintargo- A real Chelish hero
KINTARGOOOOOO!!

Lantern Lodge

"Hey! That skinny one just took out Kimrick! Let's get him!" The remaining two Chelish Citizens' Group thugs move to intercept Yorrick, one moving around to the north and the other coming straight at him. Seeing one of their friends bloody and unconscious on the ground from Ed's estoc, they don't pull any punches. The first one waits for his friend and then when he arrives, both strike with their truncheons. 6 hp lethal damage to Yorrick. From near the opera house you hear a dottari commander call out to her guards, "Looks like a fight out of control down by the river. Get down there and do whatever it takes to end it. Keep those miscreants alive if you can. I don't want the paperwork!"

Secret GM Things:

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
1d6 + 2 ⇒ (1) + 2 = 3
1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
1d6 + 2 ⇒ (1) + 2 = 3

Quote:

Round 3

Initiative Order CCG Thugs, Beorn, Aethn, Dottari Guards, Yorrick, Ed, Alessia
CCG Thugs AC 16 T 11 FF 15
Dottari Guards AC 13 T 10 FF 13
Special Conditions
• You can move through a protester's square, but it is considered difficult terrain.
• For Beorn, the crowds part automatically, recognizing him as the singer of the tea and puppy songs. In other words, no difficult terrain for Beorn.
• To get away from the riot, you can move your token off the map. Once you do so, the next round you can take a full-round action to escape.


F Human (Chelaxian) Slayer (Deliverer) 1

Alessia will continue to nap in the park and dream... this time it is of flaying the skin from the CCG thug with her whip. Though unconscious, a corner of her mouth is turned upwards in a malicious smile.

Lantern Lodge

I think Yorrick is developing his own appreciation for that thug now!


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Ed, work with me on this one!

Yorrick takes a 5 ft step and readies his attack on a thug, once Ed steps into flank he attacks

1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17 1d6 + 1d6 + 1 ⇒ (3) + (1) + 1 = 5

This time his sap smacks into the thugs shoulder and Yorrick starts thinking about how he should get out of here.


Male Human 1 Cleric

To think Im not really that fond of bloodshed but ne'er the less.

He began sliding away from the foe on his right and pincering the one between he and Yorrick. His attempt to club the man with the oversized rapier failed a bit miserably, but at least it gave the fell something to think about.

strike to not kill: 1d20 + 1 + 2 - 4 ⇒ (7) + 1 + 2 - 4 = 6
damage: 2d4 + 1 ⇒ (2, 2) + 1 = 5

If you dont run away right now I might go back to stabbing." He growled out in annoyance.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Bah I already clubbed him, you should have just dropped him


Bard song 4/6

Beorne's sword gleams with the power of JUSTICE and he lashes out at the Thrune thug assulting the two gentlemen in front of him
Long sword, bard: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (1) + 4 = 5
Crit: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 4 ⇒ (5) + 4 = 9

The man no doubt crumbles to the ground.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Yorrick flinches as he gets sprayed with blood


Oh dear, did I do that?

Lantern Lodge

Sorry for my unavailability the last few days. We need to back up a step due to the dottari arriving on the scene...

Before Yorrick can turn on the man with his sap, a bear of a man steps up from behind, a song on his lips. Beorn draws his sword and runs the thug through the back cleanly. The thug's eyes widen with surprise, then he coughs, blood splattering across Yorrick's shirt and the man sags unconscious to the ground. An angry look comes across his friend's face, "You killed Justar! I'm taking you in!"

The man's words seem to summon a pair of dottari who must really be responding to their commander's order. From the west, the first one advances on Beorn. "Citizen! Put down your weapon! You're being taken in now!" Her heavy mace slams hard into Beorn's ribs. 5 points lethal damage to Beorn.

From the east another female guardsman closes in on Yorrick. Her mace crashes into the side of his head with a sickening crack. Already woozy from the thug's truncheon, Yorrick drops to the ground immediately. 9 points lethal damage to Yorrick. "Oh s&+!!" she calls out. "The captain is going to have my head! I think I've killed him!" Her eyes lock on Ed. "See what you rioters are doing! Get out of her before someone gets killed! Darra, help me stabilize this man!"

Ok, killing Mini in the first fight was not my intent. Fortunately he does have a back-up character already prepared :( By my count Mini is at -7 hp, 3 hp away from death with a stabilization check coming now.

Ed, you can redo your action based on these events should you so choose.

Secret GM Things:

1d20 + 4 ⇒ (19) + 4 = 23
1d8 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (12) + 4 = 16
1d8 + 2 ⇒ (7) + 2 = 9

Quote:

Round 3

Initiative Order CCG Thugs, Beorn, Aethn, Dottari Guards, Yorrick, Ed, Alessia
CCG Thugs AC 13 T 10 FF 13
Dottari Guards AC 16 T 11 FF 15
Special Conditions
• You can move through a protester's square, but it is considered difficult terrain.
• For Beorn, the crowds part automatically, recognizing him as the singer of the tea and puppy songs. In other words, no difficult terrain for Beorn.
• To get away from the riot, you can move your token off the map. Once you do so, the next round you can take a full-round action to escape.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Isn't some of it non lethal


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

1d20 ⇒ 19 stabilized

Lantern Lodge

Yorrick wrote:
Isn't some of it non lethal

Nope, thugs switched to lethal once Ed attacked lethally with his estoc in round 1. But you are stable. Nice roll!


Male Human 1 Cleric

Oh good, the law, Officer I would like to report that man for assault. I and my friend here were indeed leaving the park when this man, struck me from behind.

He pointed out the down fellow who had indeed started things with an attack from behind. He bent down to collect his friend.

If you will excuse us, we will gladly leave the scene of this terrible travesty.

diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10


Officers! We are defending ourselves! These men just threw off their cloaks and started attacking these people without identifying if they were officers of the law! We thought they were thugs causing chaos and harm to everyone.

Bluff: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13

Lantern Lodge

Ed makes a plea to the dottari guard, who looks on disbelievingly as Ed fails to take her advice to get out. "Hands off of him! We'll deal with that protester!"

The angry CCG thug grins wolfishly at her warning, "Damn protesters were going to be trouble from the start. Good thing Thrune put us out here to help watch things. I'll help you take him in." He takes a swing at Ed with his truncheon. 6 hp lethal to Ed. I believe that makes Ed staggered.

Beorn, I will allow you to retcon should you so choose since you would have seen the reaction of the guards and the CCG thug to Ed before acting.

Secret GM Things:

1d20 + 3 ⇒ (8) + 3 = 11
1d6 + 2 ⇒ (4) + 2 = 6
1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17

Quote:

Round 4

Initiative Order CCG Thugs, Beorn, Aethn (Escaped Riot), Dottari Guards, Yorrick (Unconscious, Stable), Ed (Staggered), Alessia (Unconscious, Stable)
CCG Thugs AC 13 T 10 FF 13
Dottari Guards AC 16 T 11 FF 15
Special Conditions
• You can move through a protester's square, but it is considered difficult terrain.
• For Beorn, the crowds part automatically, recognizing him as the singer of the tea and puppy songs. In other words, no difficult terrain for Beorn.
• To get away from the riot, you can move your token off the map. Once you do so, the next round you can take a full-round action to escape.


Bearon hastily withdraws to the north, silencing his song. Full round action to withdraw


Male Human 1 Cleric

woot shortest game in history! *lawls*

You see... now that was entirely impolite.

He muttered trying to focus on the woman and sheath his estoc. He was having trouble trying to figure out which woman was the one giving the orders... he bet the one in the middle. He tried to focus... but found his mind not wanting to do such a thing. He bent over to try and pick up his friend again.


Anyone for a nice game of chess?


Skills:
Bluff +6 | Disguise +6 | Know (history) +4 | Know (local) +7 | Know (planes) +8 | Know (religion) +4 | Linguistics +8 | Perception +4 | Stealth +7 | Sense Motive +4 | Sleight of Hand +4
Combat:
BAB +1; CMB +1; CMD 14 | (Melee) Bladed Scarf +1/1d6; Dagger +1/1d4 | (Ranged) Dagger +4/1d4; Lt. XBow +4/1d8
Vitals:
HP 10 | AC 13 (17/18); Touch 13; Flat 10 (14/15) | Fort +2; Ref +5; Will +0 | Initiative +3

If possible, Mr. Erdemon will sneak bck and drg his sister out of harm's way,

Lantern Lodge

Beorn retreats to the north, quickly leaving the park through the fleeing crowds. Dottari and a few pockets of men and women dressed in the same insignia as the Chelish Citizen's Group members that you encountered either run off the crowd or take prisoners in scattered groups.

When Ed seems to pay no heed to the guard and makes another move to collect Yorrick, the guard acts quickly, "I said hands-off!" She slams her heavy mace down on Ed's skull, dropping him like a sack of potatoes.

To the east, Aethn notices that his sister hasn't made it out of the park. He slips back, hoping to drag her out of harm's way, but finds that the dottari have brought a wagon to collect the unconscious and worse. He arrives just in time to see her body dumped unceremoniously into the wagon beside a couple of well-dressed, but bloody male protesters.

Lantern Lodge

A day passes.

Yorrick, Alessia and Ed wake up in a cell with a number of other protesters. Their reactions are similar. The Chelish Citizen's Group must have had a number of men and women hidden in the park. While it sounds like many protesters escaped, anywhere that they tried to resist, violence erupted. Violence that usually ended in the capture of the protesters. Many claim to have seen protesters killed in the violence.

Around noon, a guard comes to the cell holding the three of you. "I guess the three of you must have the right friends. Someone has paid the fine to have you freed." They bring you back to the front of the jail where you find Alessia and the singing man who came to attempt the rescue of Yorrick and Ed waiting for you. Both hold notes in their hand.

Beorn's Note:

I've made arrangements for the release of your friends and another protester caught in the park. Find them at the jail and then come meet me at Crissali’s Fine Tomes. I have a proposition to discuss with you.

Aethn's Note:

I've made arrangements for the release of your sister and a pair of other protesters caught in the park. Find them at the jail and then come meet me at Crissali’s Fine Tomes. I have a proposition to discuss with you.


Beorn peeks out from the barrel he has ducked into for a quick breather.

No he is not hiding! He is just reevaluating the situation!

Blasted dottari and boot licking hired thugs! They ruined my plan for a direct appeal to change the anti-dog law. Beorn grunts and pushes up, suddenly the bottom of the barrel gives way and his feet pop out, which lets him scurry to the east in his impromptu camouflage.

Not long after, Beorne finds a note slipped into his pocket about some people who were jailed. Thinking of the people he briefly encountered at the park, Beorn heads over to the jail.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Well, I am glad to have had the opportunity to see my tax ducats at work Sgt...? He lets it hand as he waits to learn the mans name.

1d20 + 5 ⇒ (2) + 5 = 7 diplo


Lol, time for the ol truncheon to get used again.

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