The Gathering Storm (4e)

Game Master Rev Rosey

I liked this one, but we lost half the players to real life at a time when I was heroically busy. It counts as an honourable failure on the roster - and the only game I've ever deliberately put on hiatus.


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Andrus and Zareth (and any of the rest of the gang who are along for the rise) make their way into the house and are greeted by a flustered housekeeper.

"Can I help you? If you're looking for his Lordship, I don't know where he's got to. He's not in his rooms and he's not at the farm and I just don't know where he is." She sounds extremely worried.


Male Human Cleric 6

Andrus turns to the housekeeper. "Don't worry, we'll find him, ma'am." He places a comforting hand on her shoulder. "But first, there are a few questions I need answered. How many servants does Lord Padraig have? And who would have been the last to see him? Does he have a groom, or does he normally saddle his own horse? Has he ever wandered off before?"

Andrus will pause between questions to not fluster the housekeeper. I always ask a bunch of questions to speed up posting. do i need a diplomacy check? couldn't hurt, I guess. diplomacy=12+6=18.


"Servants? Not many your reverence. Me, Milly in the kitchen, my boy Edgar who does the accounts and things like that, Jerome the farm manager, Rovert deals with the sheep ... Oh, dear." She sits down abruptly.

"I'm Florence. I suppose Edgar might have been the last to see him yesterday. Lord P's not fancy, you know. No valet or anything like that. We all had supper with him yesterday, just like normal and he was fine I think. A bit thoughtful, perhaps, but you know, I could just be thinking that with hindsight."

As she calms down a bit, it becomes clear to Andrus that Florence is witness gold. She also seems both completely honest and genuinely worried about Lord Padraig.

"He's never just wandered off. We joke about it with him, tell him he ought to take a holiday sometimes."


female Dwarf Runepriest 6

"There may be a clue in his rooms, we should search them, if that would be ok with you, miss." Kitherra says, her comments directed to the housekeeper.


Male Human Cleric 6

"If we split up, we can cover more ground, but if we search together, we can do a better job. Let's go room by room, starting with his bedroom." Andrus says. "Florence, could you show us the way?"

I have a passive perception of 22, so not much gets by Andrus. is that enough for a search, or do we need a 25 or better?


"Go on up. I don't think he'll mind." Florence leads the way upstairs.

Everything is neat and orderly and Florence confirms that nothing is out of place with the sole exception of Lord Padraig himself. The room suggests a man of many interests. The books piled by the bed include studies of farm management, history, kobold studies and a volume of romantic poetry.

"I'll just take a peek in the wardrobe and see if anything's missing. I didn't do it earlier - thinking he'd just gone out early."

She opens the doors and calls to the group. "Ooh. His travelling clothes have gone. There's a thick green cloak he always wears when he's going out of town. I wonder what that's about?"


Male Human Cleric 6

"I'm afraid I know, or at least strongly suspect one of the two places he might have gone. Which is very odd, since he entrusted one of those tasks to us. I wish I could tell you more, good lady, but Lord Padraig entrusted us with this information and I could never betray that trust. It is a personal matter." Andrus tells her solemnly. "Let us examine his study and see if there are any more clues there. At least this implies that he was not kidnapped or any such thing, since the room is not in chaos and only his travelling clothes are missing. "


"Private is private, I always say," agrees Florence, leading the way back to the study.

Here matters are orderly and just as they should be. Andrus and Kel are more perceptive than Florence, however and spot the edge of a sealed envelope which seems to have been swept off the desk and onto the floor, possibly blown there by the brisk morning breeze coming through the open window.


Male Human Cleric 6

Andrus quickly retrieves the envelope and examines it.


The envelope is addressed to Florence in a heavy, but elegant, hand.


Male Tiefling Wizard 5
Rev DM wrote:
The envelope is addressed to Florence in a heavy, but elegant, hand.

"Well, what do we have here?" Zareth looks over Andrus' shoulder, grabs the envelope from his hands and presents it to the servant. "I believe this is yours."


"I can't think how I missed that, but thank you."

Hastily wiping her hands on her apron, she opens the letter and reads it.

"Oh." She looks rather doubtful. "I suppose it's alright really, and a bit of a relief I will say, but how odd." She hands the letter back to Zareth.

"What in the world did you say to him?"

Dear Florence,

This will be something of a shock to you, I'm sure, and I apologise for the haste of my decision. A matter has arisen in Port Nentir that I must attend to myself. Our new adventurers - who may well reappear this morning and should be offered any help if they request it - were of the opinion that I had not been active enough either on their behalf, or by implication, in my own affairs. I have considered their words overnight and decided to take the affair into my own hands. I anticipate being absent no longer than three weeks and am sure that Winterhaven can survive without me quite well in the interim. I shall, of course, send word when my business is concluded.

Padraig


Male Human Cleric 6

"That is not what I meant at all! Of all the wronghearted impulsive decisions I have ever of, this takes the cake. Florence, rest assured, we will be right behind him and will make sure he is kept safe and returned whole. I know how much you all love him."

To the others, "we have to leave now. With alittle luck, we'll catch up with him before he boards the riverboat."


Male Human Cleric 6

"That is not what I meant at all! Of all the wronghearted impulsive decisions I have ever of, this takes the cake. Florence, rest assured, we will be right behind him and will make sure he is kept safe and returned whole. I know how much you all love him."

To the others, "we have to leave now. With alittle luck, we'll catch up with him before he boards the riverboat."


Male Elf Ranger

"SeeIf you listened to me me and left early we would have met him as we were leaving.
But noooo, nobody listens to me.[/ooc]


Anyone need to ask anything or are you happy to just ride out?


female Dwarf Runepriest 6

I'm fine with just riding out.


Me too, I am a dwarf of action


Male Tiefling Wizard 5

"Yeah, let's just leave. It won't do us any good to get our employer killed."


Mounting up, the group make for the King's Road and ride through the gates. Urlag is indeed on duty.


What actions are you taking to look for Lord Padraig? It's not a huge deal, but I just need to know if you're doing anything special about it.

The King's Road is reasonably maintained as befits a trade route. While this can only speed your journey, it has the slight disadvantage that it is quite impossible to follow tracks of a specific individual. Riding fast will take you to the ferry point on the Nentir River in a mere two days.


Male Human Cleric 6

I say we ride hard for the ferry. With a little luck, we might catch him on the road. This is the most direct route and so it would be logical for him to take the same path.


Male Elf Ranger
Andrus Blake wrote:
I say we ride hard for the ferry. With a little luck, we might catch him on the road. This is the most direct route and so it would be logical for him to take the same path.

Agreed.


Experienced adventurers that you are, the journey down the King's Road is a devoid of interest or danger. Arriving at the ferry point, you see flat bottomed boat taking on a few passengers and among them, a tall figure in a green cloak.


Male Elf Ranger

perception = 1d20 + 11 ⇒ (8) + 11 = 19
is it Padraig or just a Strider wannabe.


Kel recognises Padraig.


Male Elf Ranger

"Hey boss where you going without your back up, mmmm?"

"If you were looking to travel incognito you should know that the lone traveler draws more attention than a group. Stick with us and we'll get you where you want to go."


Padraig turns and sighs.

"Kel. How lovely to see you. What a surprise. I am going to Port Nentir, of course. Do let me pay your ferry passage."


Male Tiefling Wizard 5

"You know, if you wanted to tag along you could have at least told us first." Zareth stands to the side, looking conspicuously disinterested in the countryside.


"The other way around, surely? Lukas is my son, after all. I should go and look for him. Winterhaven will survive quite well without me for a couple of weeks. You appear to be under the impression that my priorities are misplaced. I'm replacing them."


Male Human Cleric 6

"That's all well and good, Lord Padraig, but to do so without telling anyone in the middle of the night. We thought you were kidnapped or worse. At the very least you could have told us what you were planning. According to Florence, this is not like you." Andrus says with a grim look. "Fortunately, We caught up with you. Now we can keep you safe while you look for Lukas. I am telling you, m'lord, you never know where such an adventure will take you. You need to always bring friends." And he clasps Tenja on the shoulder as he says the part about friends. "We're coming with you."


"You getting on this boat or not?"

The bored ferryman holds out his hand for coin, which Lord Padraig pays absently.

"It seems we are all boarding."

"About blooming time." Grumbling, the ferryman casts off and poles the flat bottomed boat out into the middle of the river.


The ferry's pace is stately rather than speedy, as the river has tricky currents to navigate. The other passengers seem very ordinary for the most part. Villagers returning from Hammerfast or Fallcrest to smaller hamlets. For them, the ferry is an opportunity for impromtu trading and chat about the news of the day as much as a mode of transportation.

By the time you reach the edges of the Witchlight Fens a day later, the river has widened into shallower water and most of the passengers have gone. Of the few that remain, a small group who boarded at the last village have more of an urban look to them. They spend most of the rather boring hours playing an elaborate game of cards with a greasy deck. Money seems to be changing hands at a fair rate.

As dusk is falling on the second day, when you are well into the Fens and mist is lying low over the marshy ground, a cheery voice assails the group.

"Traveling's dull enough. Care to join us for a hand or two?"


Male Elf Ranger

"Nah, I only gamble with my life."


"That's un-neighbourly, but have it your own way. I expect you're leaving soon?," he suggests.

Insight checks please, from everyone but Kith and Andrus. DC20

Kith and Andrus

Spoiler:
Beneath the bonhomie, the stranger seems to be making excuses to talk to you. His whole group are taking a little more interest than seems healthy.


Male Elf Ranger

Insight = 1d20 + 3 ⇒ (8) + 3 = 11


Male Human Cleric 6

"Look, friend, where we go and what we do is no concern of yours. You can go back now and tell your friends to find another target. We're wolves, not sheep, and we give better than we get. You take my meaning? We've got weapons AND magic, and we know how to use both. We won't start trouble, but by Avandra, we'll end it." Andrus says as he raises his holy symbol around his neck. He gives the man a hard stare. "So, push off."

I'm not sure an intimidate check is needed. But if so, d20+6= 21. I figure this guy engages the "mark" and when he knows how much money they have, he get his boys and rolls the mark for all their money. I am trying to project strength to prevent hostility. If he knows we'll fight and probably kill them, he should be smart enough to find another target. I hope. You guys can follow my lead or not, but please don't step on my play here.


As Andrus calls the stranger on his lifestyle and behaviour, you notice that the ferry has ground to a halt and is now floating in shallow water. Three of the possible card sharks have climbed over the sides and are vanishing into the mist.

"Well now. That makes my life easier. Knowing how you stand. Be seeing you."

The card sharp heads for the the edge of the ferry and pulls out a whip.

Lord Padraig turns to Tenja. "I do believe this may be an ambush. Traveling with you is certainly interesting."

MAP

Terrain notes: Mist is everywhere.
Attacks from more than 5 squares away are made at a -2 penalty.
Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Positions on the boat please (I've taken a tentative guess) and roll init.

Init so far:
Hired archers - 19
Hired brutes - 15
Cap the Leader - 14
Padraig (on your team) - 11


That position is fine with me
1d20 + 9 ⇒ (19) + 9 = 28


Ever alert, Tenja has no difficulty at all in spotting the upcoming ambush.

MAP

Terrain notes: Mist is everywhere.
Attacks from more than 5 squares away are made at a -2 penalty.
Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Positions on the boat please (I've taken a tentative guess) and roll init.

Init so far:
Tenja - 28
Hired archers - 19
Hired brutes - 15
Cap the Leader - 14
Padraig (on your team) - 11


Male Tiefling Wizard 5

"Great. We're going to have to row the rest of the way ourselves aren't we?" Zareth looks phenomenally annoyed as he readies his orb.

Initiative: 1d20 + 9 ⇒ (5) + 9 = 14


Male Elf Ranger

"Mean people suck!"

init = 1d20 + 7 ⇒ (14) + 7 = 21


Male Human Cleric 6

"Say, Zareth, now that IS an idea!" Andrus says as he tries to figure out how to get the boat moving again. "What if we got the boat moving again?"

How about it, Rev? What would it take to get the boat moving back down the river? And what happened to the other passengers and the ferryman? The mist works both ways, right? Those archers should have as much trouble as we will attacking at range. Or am I missing something? init-d20+8= 20.


You don't know what's happened to the ferryman (he is in the dark covered area at the front of the boat). There are only four innocent passengers and they are cowering at the back. (Yellow "P" indicates such).

The mist does indeed work both ways. You can attempt to get the boat moving again but it would be a skill challenge. It has been deliberately run aground so you'd need to find some way to push it off the bank before you could worry about steering it. Let me know if you want to try it and I'll sort out the details for you.

MAP

Terrain notes: Mist is everywhere.
Attacks from more than 5 squares away are made at a -2 penalty.
Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Init so far:
Tenja - 28
Kel - 21
Andrus - 20
Hired archers - 19
Hired brutes - 15
Cap the Leader - 14
Zareth - 14
Padraig (on your team) - 11


Male Human Cleric 6

Andrus turns and looks at the leader. "You must either be getting well paid for this, or just plain stupid. You didn't listen to me at all. And now, you and your men are going to pay for it." Andrus turns his head and tells the others, "We'll clear the boat and then getting it going. Don't leave the boat. If they run, let them. Chasing after them into the mist is suicide. Don't kill the leader. We may need him for information later." Andrus then says dismissively, "Almost dead is fine, though."

trying to free the boat with Cap and his brutes on board is too great a skill challenge. if we stay on the boat and focus our attacks on Tweedle dum and Tweedle dee and the leader, we may be able to avoid the others. But most likely, the archers and the others will move back once the fight begins. The mist is our friend, for now. please do not finish the leader. I want to interrogate him. let's get them. (at least the ones on the boat)


"We're being paid of course. What do you think we were gambling with?" Cap seems unfussed by the group's decision to fight him and his men.

Rolling for Kith. Horribly. Sorry Kith. Duly noted that when Cap drops he will be unconscious. Note that if he hits his negative bloodied value he will die like anyone else.

MAP

Terrain notes: Mist is everywhere.
Attacks from more than 5 squares away are made at a -2 penalty.
Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Tenja
Kel
Andrus
Hired archers
Hired brutes
Cap the Leader
Zareth
Padraig (on your team)
Kith


Move to P19
Thornstrike on B1 1d20 + 12 ⇒ (8) + 12 = 20 vs ac, 1d10 + 8 ⇒ (10) + 8 = 18 and I pull the target to O20
Mark both targets if the pull is successful, mark C if it is not

Vines sprout from the end of Tenja's hammer and lash out at the bandit, then attempts to drag him towards the waiting dwarf.


Tenja strides forward and loops vines around B1's legs, hauling him closer.

MAP

Terrain notes: Mist is everywhere.
Attacks from more than 5 squares away are made at a -2 penalty.
Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Kel
Andrus
A1
A2
A3
A4
B1 - marked by Tenja
B2
B3
B4
Cap the Leader - marked by Tenja
Zareth
Padraig (on your team)
Kith
Tenja


Male Elf Ranger

Move to U14, avoiding OA's.

Twin strike on B2.
1st arrow, attack vs ac, 1d20 + 10 ⇒ (2) + 10 = 12, damage = 1d12 + 6 ⇒ (1) + 6 = 7
2nd arrow, attack vs ac, 1d20 + 10 ⇒ (7) + 10 = 17, damage = 1d12 + 6 ⇒ (7) + 6 = 13
first arrow that hits adds 1d8 ⇒ 3

Dang, that sucked.


Arrows fly over the deck but fail to impact on the thug as Kel shifts for position.

MAP

Terrain notes: Mist is everywhere.
Attacks from more than 5 squares away are made at a -2 penalty.
Attacks from more than 10 squares away are made at a -5 penalty.
The scrubby bushes provide cover.
The water is shallow and difficult terrain. You may move across it at normal speed, but must make an Acro or Athletics check DC13 at the start of each turn in the water to do so. On a failure, you fall prone and movement stops. Creatures starting their turns prone in the marsh water take 3 poison damage.

Andrus
A1
A2
A3
A4
B1 - marked by Tenja
B2
B3
B4
Cap the Leader - marked by Tenja
Zareth
Padraig (on your team)
Kith
Tenja
Kel

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