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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Male Human Cleric 6

"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.


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."

MAP

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


Male Elf Ranger

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


Kel makes his views quite clear as his arrows bloody B3 instantly.

MAP

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?


Male Human Cleric 6

I am suffering from a bad head cold. Pls DMPC Andrus this round. Ill be back around next round.


Get well soon, Cale.

I'll update tonight - I have 8 hours of classes to take today.


Male Human Cleric 6

since you didn't play for me, and I am feeling better, and I am in the office, so I have internet and not using my android phone, I'll take my own turn. I just didn't want to hold you up because of my cold.


Male Human Cleric 6

"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


Male Human Cleric 6

and move- fall prone. I AM NOT BEING A PINCUSHION AGAIN.


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.

MAP

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)


Male Human Cleric 6

"Does this mean you've decided to be sensible?" Andrus asks from his crouched position on the boat's floor. "I just need to know who hired you and what you were supposed to do with us and you can leave." Andrus tries to sound as reasonable as he can.


"Hired by the Knifeman. We were supposed to stop him." Cap points at Padriag who raises a curious eyebrow.

"Intriguing. Am I such a threat?"

Cap shrugs. "No idea. He pays us to fight, not ask questions."


Male Elf Ranger

"Where can we find this Knifefman?"


"Dog and Whistle usually. Are you done?"


Male Elf Ranger

"Andrus any more questions?" "If he dosn't, you and your boys head out peacefully and we're done."


Apologies. I'm going to be slow for the next couple of days. Flu has hit my family and I'm getting the first symptoms.


Male Human Cleric 6

"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.


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)


"Bah we do not need a ferryman."

Endurance 1d20 + 10 ⇒ (18) + 10 = 28


"Can you sail a boat, Tenja?"

Padraig looks impressed as his old friend shoves the boat hard. The loud squelch heralds a certain amount of success.

1 success/no failures


Male Elf Ranger

Perception = 1d20 + 10 ⇒ (13) + 10 = 23
Athletics = 1d20 + 4 ⇒ (20) + 4 = 24

"How hard can it be, keep the barge in the middle and float downstream."


"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.


Male Human Cleric 6

"How about pushing there and moving off that rock?" Andrus asks helpfully. perception=d20+12=24 I am worthless at Athletics. My 10 Str is not built for manual labor. But I am very perceptive and can point out good spots to push.


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.


female Dwarf Runepriest 6

"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."

As she muses, Kith works to try and push the boat free.

Endurance, at +2: 1d20 + 13 ⇒ (8) + 13 = 21


Male Tiefling Wizard 5
Kitherra Darkforge wrote:

"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.


Kith mulls over the morals of the situation as she shoves the heavy boat further out into the water. At her side, Padraig lends her some support.

Padraig's Athletics check: 1d20+6=23. Success.

Unexpectedly, Kel provides the last necessary push and the craft floats free once more.


Male Elf Ranger

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."


Male Human Cleric 6

"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."


Watching Kel turn himself into an impromtu figurehead, Padraig listens seriously to Andrus.

"All of this makes sense. As you say, I wasn't planning to leave Winterhaven at all."

He moves to the small foredeck and looks into the cabin. "Our ferryman," he notes briefly. "unconscious."


Male Human Cleric 6

"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.


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."


female Dwarf Runepriest 6

"That might not be the reason. You are a Lord, perhaps someone you angered with a decision, or someone who would benefit with you being out of the way, hired the assassins. Or hired the 'Knifeman' to hire assassins, more exactly." Kith points out.


Male Human Cleric 6

"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.


"I don't know Sir Waldo. He may have an ingrained dislike of being visited," muses Padraig, "be we can always hope that he won't attack us on sight."

Unless anyone wants to do anything in particular, you will be arriving at Port Nentir in the morning.


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.


??


Male Tiefling Wizard 5

Zareth breathes deeply of the dock air. "Ah, civilization. For certain definitions of the term, in any case. Come on, let's go rent a few rooms at the inn, we might be here a while.

I think the lord's son was supposed to be near this town. Not entirely sure...


His mother left him in the care of a chap called Sir Waldo when she set off on her adventuring career.


Male Elf Ranger

"Well let’s find Waldo and find out what happened to lil' Lord Paddy."

Kel keeps an eye out for people that have too much interest in our party.
Perception = 1d20 + 10 ⇒ (4) + 10 = 14


Male Human Cleric 6

Andrus gives the ferryman a couple extra gold for his trouble. "Hopefully, our return trip will be more 'uneventful'." He says with a wry smile.

Are we going to need to use Streetwise to find out where he lives or does Paddy have an address?


Streetwise would be helpful.


Male Elf Ranger

Streetwise = 1d20 + 2 ⇒ (9) + 2 = 11


Kel's jovial enquiries get a confused response. It does not help that he has asked someone as new to the town as themselves. On the plus side, nobody seems particularly interested in the group either.

DC12 on the Streetwise check.


1d20 + 2 ⇒ (14) + 2 = 16

Tenja inquires about the location of Waldo, and comes back to the group, "I believe I may have found where Waldo is."


Tenja quickly guides the group to the smarter end of town. Sir Waldo's home looks comfortable and well tended and is but one of several similar looking houses in a pleasantly treelined street facing a small park. It looks, in short, like a good spot to raise a child. Agera chose well for her son.


Going in?


Tenja strides up to the door and knocks.


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.

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