Andrus Blake |
"You should have listen to me in the beginning." Andrus calls out to Cap. "Now you and your men are going to die." Then he pauses. "But.... I'll make you a deal. Answer a couple of questions for me and you and your men can go. You won't have to worry about your reputation because the people that hired you will never tell anyone that you reneged on your deal. Of that, I can assure you."
basically, I am trying to end this without killing anyone. Cap is barely hanging on, he knows we can and will kill him before his men can kill us. i don't care about these guys, they're just mercs. I want the people behind them. With that info, they can leave and get another job. diplomacy= d20+6= 20. Provided Cap can control his men, of course.
Rev DM |
Andrus - at this point in the proceedings, Intimidate is the skill you're after rather than Diplomacy. Anyone can roll an Intimidate check as a standard action to get an intelligent bloodied enemy to surrender, but it needs to beat his Will +10 to work. You can aid another on that with up to four of you. Aid another DC is 13 at level 6.
Tenja wallops B2 again as the negotiations start on deck. The man is still standing after his blow lands, but he's not looking good.
"Cap, you never said they were like this."
Crouched behind a scrubby bush, Cap nods painfully. "It's a little messier than I expected."
Lord Padraig rolls his eyes slightly. "Florence. Of course. I should have guessed. Very well, I shall stay at your side."
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.
Allies adjacent to Kith get DR2 (rune state).
Kel - 5 ongoing poison (se)
Andrus - BLOODIED; +2 defenses to end Kith's next turn
A1
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja; falls prone and takes 3 damage if leaving zone
B3 - taking 3 at start of turn (water)
B4 - taking 3 at start of turn (water)
Cap the Leader - BLOODIED
Zareth - +2 defenses to end Kith's next turn
Padraig (on your team) - +2 defenses to end Kith's next turn
Kith
Tenja - used second wind; +2 defenses to end Kith's next turn
Athsirion {Kel} Keledilinthir |
Kel switches his quarry to B3 and fires off a couple of arrows.
"Stay away from my buddy’s back you stupid murderous bastard."
1st arrow, attack vs ac, 1d20 + 11 ⇒ (19) + 11 = 30, damage = 1d12 + 6 ⇒ (11) + 6 = 17
2nd arrow, attack vs ac, 1d20 + 11 ⇒ (12) + 11 = 23, damage = 1d12 + 6 ⇒ (4) + 6 = 10
First arrow to hit adds 1d8 ⇒ 1 damage
save vs poison = 1d20 ⇒ 14
Rev DM |
Kel makes his views quite clear as his arrows bloody B3 instantly.
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.
Allies adjacent to Kith get DR2 (rune state).
Andrus - +2 defenses to end Kith's next turn
A1
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja
B3 - BLOODIED; taking 3 at start of turn (water); Kel's Quarry
B4 - taking 3 at start of turn (water)
Cap the Leader - BLOODIED
Zareth - +2 defenses to end Kith's next turn
Padraig (on your team) - +2 defenses to end Kith's next turn
Kith
Tenja - used second wind; +2 defenses to end Kith's next turn
Kel
Andrus Blake |
"Enough of this! THIS IS YOUR LAST CHANCE! Give up or die! I haven't even begun to use up my healing prayers. One of your men is already dead! These two lunks are close behind him. You are ALMOST dead yourself. If you want to live, you will surrender, submit to my questions and you and your men can leave! That is the best deal you are getting today. Otherwise, you will sleep with the Raven Queen tonight." Andrus voices changes as he makes this last appeal. His tone is iron and he sounds like a man holding all the cards.
Intimidate= d20+6=21
Then he switches his tactics, "You think I am joking?? Or that I am powerless to stop you?? See what happens when you doubt me!" He points at Cap. Command on Cap, +9 vs Will, 27,(unless there is a penalty), if hit, Cap is dazed and I slide him to M18 (and he has to check if he makes the skill check or fall prone, yes?)
"You never had a chance. My team is going to grind you into paste."
if the intimidate is a standard, then i use my action point to use command
Rev DM |
I was at home for approximately one hour yesterday :)
Intimidate in this context is a standard, so you have used your AP.
Cap's eyes glaze as the force of Andrus's words drags him willy-nilly into the mucky river and next to Tenja. He raises a drenched hand to his men.
"Back off."
Stumbling out of the water, the thugs head for the shore, as Cap crawls for the muddy bank and the archers back away into the mists.
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.
Allies adjacent to Kith get DR2 (rune state).
Zareth - +2 defenses to end Kith's next turn
Padraig (on your team) - +2 defenses to end Kith's next turn
Kith
Tenja - used second wind; +2 defenses to end Kith's next turn
Kel
Andrus - used AP; +2 defenses to end Kith's next turn; prone
Cap the Leader - BLOODIED; dazed; prone
A1
A2
A3 - slowed and -2 to attacks to end Zareth's next turn
A4
B2 - BLOODIED; taking 3 at start of turn (water); marked by Tenja
B3 - BLOODIED; taking 3 at start of turn (water); Kel's Quarry
B4 - taking 3 at start of turn (water)
Andrus Blake |
"See?" Andrus says with an easy smile as he gets up and over to the side of the boat. "That was much better than dying. Get out of here. If you know what's good for you, you'll avoid us from here on out. The Stormbreakers are on the job and we know what we're doing. If you attack us again, I promise you, you'll be dead." And he waves Cap off dismissively. "We'll wait til they leave and then get this boat back in the water." Andrus says softly to Kel over his shoulder.
Rev DM |
Cap and his remaining men vanish into the mists. Padraig sheathes his sword.
"I'm a little concerned about our ferryman."
Getting the boat off the bank is a skill challenge.
4 successes before 2 failures
Primary skills Endurance, Athletics
Secondary skills Nature, Perception (neither provides a success, but will lower the DC on the primary checks)
Rev DM |
"Since I've never tried, I don't know, Kel."
The elf spots a patch of entangling weed and kicks it free.
+2 to next primary check from someone.
Getting the boat off the bank is a skill challenge.
4 successes before 2 failures
Primary skills Endurance, Athletics
Secondary skills Nature, Perception (neither provides a success, but will lower the DC on the primary checks)
1 success/0 failures
Kel has another success up his sleeves.
Rev DM |
Andrus's quick eyes notice an upturned rock snagging on the bottom of the boat. Padraig nods and climbs over the side to give Tenja a hand.
+4 to next primary check or +2 to the next two primary checks - your choice.
4 successes before 2 failures
Primary skills Endurance, Athletics
Secondary skills Nature, Perception (neither provides a success, but will lower the DC on the primary checks)
1 success/0 failures
Kel has another success up his sleeves.
This isn't likely to be Zareth's thing, but Kith can try. Padraig will also roll on your behalf if needed.
Zareth Edemont |
"I'm a little concerned that we let a bunch of killers for hire walk away free. The next people they kill, or try to kill, we're equally guilty of attacking."
"Relax, Kith." Zareth sits back and smiles, looking as happy as could be. "If we blamed ourselves for every crime we could have prevented, we'd be at fault for every theft from here to Hammerfast at the very least. Wake me when we get somewhere interesting, would you?"
Yep, unless I try using Diplomacy to make a rousing speech none of my skills are particularly relevant. Thus, I'm sitting this round out.
Athsirion {Kel} Keledilinthir |
Kel begins to sing;
"Ride
Down the river
Ride
Down the river
Wooo!
Ride
Down the river
Ride
Down the river
Down the river
Wooo!
Ride
Down the river
Wooo!
Down the river
Down the river
Ride
Down the river
Down the river
Down the river
Ride
Wooo!
Wooo!
Ride
Down the river...
(Pause)
More river
Wooo!
Ride
Wooo!
Cherry twist!
Ride
Down the river
Ride
Down the river."
Andrus Blake |
"Are we to eliminate any group of thugs we encounter, my dear Kitherra?" Andrus says seriously. "They were not the villians, just the minions of this story. Someone WILL pay for their attack and my near-death experience, but finishing them off would waste valuable time. Something is going on. Right now." He crosses his arms. "Do you think that those guys have been sitting around for months or years waiting for Lord Padraig to attempt to make contact with his son or leave Winterhaven? No. Which means someone is either scrying us or there is a spy in Winterhaven. And they have some sort of way of communicating long distances. Padraig left in the middle of the night. We left at first light. Only his servants and a few others knew about Padraig's walkabout. And yet someone was able to set up this ambush. And you," Andrus says as he points at Padraig. "would have been in big trouble if we didn't reach you in time. Skilled or no, 8 on 1 is terrible odds. Anyway, I have this lingering feeling that something is happening right now and we have to hurry to stop it."
Andrus Blake |
"Get me a bucket of water, just in case." Andrus says as he checks on the ferryman. heal= d20+12= 26 to gauge his condition. did he faint? or was he knocked out? if he fainted, i will dump a bucket of water on him. if he was knocked out, i will give him first aid. heal=d20+12=27.
Rev DM |
The large bruise tells Andrus that the ferryman was deliberately knocked out. Nor, when he wakes under the cleric's expert ministration, is he pleased to find out he's been fooled.
"Been sailing this river for years and never been caught out before," he grumbles.
A day's journey stretches ahead, with little to see or do before arriving at Port Nentir in the morning. Padraig cleans his sword and speaks quietly to the group.
"I think the first stop should with Sir Waldo. He has charge of Lukas. However, I am the novice here. You know better than I how to go about this business." He smiles wryly. "I hadn't bargained on being an assassination target for trying to find my son."
Andrus Blake |
"Kith's right. We don't know enough yet to make any conclusions. They were after you and they knew you would be there. That's all we know. This "Knifeman" may have some answers, but I am afraid we are going to fight him, too, just to get them. In the meanwhile, we should follow our true mission. Sir Waldo would be my next step, as well. At least there is a chance HE won't fight us." Andrus says with some exaggeration. I don't want to walk into another trap. Knifeman will have security and whatnot, and if he is tough as his name, we will have to fight him. Better to go with a possible non-combat encounter that will let us know more info than a tight-lipped bad guy.
Rev DM |
The barge slides into its accustomed place at the Port Nentir docks, suddenly small among the sea-going vessels surrounding her. Like docks everywhere, the place is full of busy people, wet wood, taverns, warehouses and winches rising high in the air. Port Nentir isn't huge, but it's a respectably sized town. Perhaps 5,000 people live here. The group's arrival attracts no particular attention, but you are rather in the way.
Also, belatedly, XP for the last fight, the skill challenge and so on. 400 each, bringing you to 8,176XP.
Rev DM |
The dwarf is greeted by a polite, but surprised servant who initially looks over his head at the taller figures behind him.
"Yes?"
Padraig steps firmly up to the door. "We have come to see Sir Waldo, I do hope that's possible."
"Quite so, sir. Come in. May I take your name?"
"Lord Padraig of Winterhaven."
The group are ushered into a small sitting room and supplied with drinks and various small snacks. Sir Waldo does not appear to be in any hurry to greet his guests.