Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan swears under his breath, Why do we keep trying to be slippery and guileful when it ends like this every time? The rookery, the Frosthamar, the prison - EVERY TIME! Price of darkness? Sure. Prince of deceit? My arse!

He grabs for the bound and gagged person and drags them unceremoniously from the tent as fast as he can, signalling, rather impolitely, to Agrippa to do his thing as he clears the area.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

As soon as Agrippa sees Johan clear the area, he creates a pit! Then he begins summoning a Lemure to assist in dealing with the enemy.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred exits and steps clear allowing Fet to bomb the tent.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

School Camp, part2

Round 1-

Ordered Initiative-

Johan ⇒ 23
Agrippa ⇒ 22
Fet ⇒ 21
Eldred ⇒ 18
Rangers ⇒ 13

Active Effects-

Map-

Link

Notes-

-

Action-

Round 1 – Init 23 - Johan
Using the little time he had, before the rangers waked up, the grabbed the bound man and dragged him away from the tent.

Round 1 – Init 22 - Agrippa
The master of Arcane, Heinrich Cornelius Agrippa after the lesser minds did their work, invoke his domain over the dark and arcane arts to create a pit at the tent entrance.

Round 1 – Init 21 - Fet
After Eldred was outside the tent, Fet prepare one of his bombs and throw it inside, at the still awaking ranger.
Atk: 1d20 + 7 ⇒ (9) + 7 = 16
Dmg: 2d6 + 5 ⇒ (2, 3) + 5 = 10

But even with the bomb damage, the ranger seems to be alive.

School Camp, part2

Round 2-

Ordered Initiative-

Johan ⇒ 23
Agrippa ⇒ 22
Fet ⇒ 21
Eldred ⇒ 18
Rangers ⇒ 13

Active Effects-

Map-

Link

Notes-

-

Action-

Round 1 – Init 22 - Agrippa
Invoking his domain over the arcane powers once more, Agrippa start to summon a Lemure, to help his lesser mind companions in their sword job.
1 round summoning spell, it will end at the begin of your next turn.

Eldred, post your round one and two action, Johan, post your round two action.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Fets bombs were on the surprise round as well? I did call him over to be ready. I'm assuming that the bomb was for the surprise round

Eldred will wait for the next round of bombs from the Alchemist (ie waiting for my initiative round 1 and Fets round 1 bomb) and then move in swinging his sword with both hands on the hilt.

Sword 1d20 + 9 ⇒ (1) + 9 = 10
Dmg 1d8 + 6 ⇒ (5) + 6 = 11

*sigh* Joy


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Fet bomb was not on the surprise round. You had a surprise action because you were inside the tent and saw the guard awakening, Fet was outside with no line of sight.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan kneels down and cuts the ropes from the prisoner's arms. As he does, he sees the forsaken brand on the man's forearm and smiles grimly. These Mitran sheep do like forging their own enemies eh? He puts his dagger in the man's hand. Time to earn your freedom.

With that he strides to the edge of the pit and waits for his next victim.

Assuming my rnd 2 action is to cut Sidious free and arm him, the move to the almost-edge of the pit. If that can all be done on move and swift/free actions, then I'll ready to stab the first soldier that comes within reach.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa's next action will be to order the Lemure to engage anyone who emerges from the tents. Then he will unleash a bolt of acid at any enemy who emerges Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24 Acid: 1d6 + 2 ⇒ (4) + 2 = 6Ranged Touch Confirm: 1d20 + 4 ⇒ (18) + 4 = 22Crit: 1d6 + 2 ⇒ (6) + 2 = 8.

Lemure's rolls Claw: 1d20 + 4 ⇒ (9) + 4 = 13Claw: 1d4 + 2 ⇒ (4) + 2 = 6


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Still here


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan pick up his dagger and cut free the prisoner bonds.
Agrippa began to cast is summon spell.
Fet throw one more bomb, killing the ranger.
Eldred stay ready to attack, should the ranger come out of the tent, but after one more bomb thrown by Fet, the ranger dies. Leaving no one alive inside the tent.

School Camp, part2

Round 3-

Ordered Initiative-

Johan ⇒ 23
Agrippa ⇒ 22
Fet ⇒ 21
Eldred ⇒ 18
Rangers ⇒ 13

Active Effects-

Map-

Link

Notes-

I’ll bot Eldred into attacking this round, so we can move directly to round 4

Action-
Round 3 – Johan – Init 23
For his next turn, Johan walk to the tent entrance(move), and stay prepared to attack anyone that leaves(standard).

Round 3 – Agrippa – Init 22
Conjure an acid bolt, hitting one of the rangers inside the tent and killing it, he then command the lemure to Attack anyone that leaves the tent.

Round 3 – Fet – Init 21
Fet moves closer to the bigger tent, and throw another bomb inside it.
Atk: 1d20 + 7 ⇒ (10) + 7 = 17
Bomb: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Killing yet another ranger and damaging other.

Round 3 – Eldred – Init 18
Eldred moves closer to the bigger tent, and shoot the last remaining ranger.
Atk: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Dmg: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Hitting for his minimum damage.

Round 3 – Ranger – Init 13
With all his brothers dead, the last ranger finishes picking up his sword and shield, as he prepares to leave the tent.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

School Camp, part2

Round 4-

Ordered Initiative-

Johan ⇒ 23
Agrippa ⇒ 22
Fet ⇒ 21
Eldred ⇒ 18
Rangers ⇒ 13

Active Effects-

Map-

Link

Notes-

Action-

Post your actions.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

My bad - thought my move was out there but thanks for botting. That said I've 18 str and so damage should be 7 with fav enemy bonus - 9 if you use my two handed stroke used the round before


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I know, but I attacked with the bow. Anyway, post your round 4 action.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Free action Round 3 - Surrender, Eldred shouts

Round 4

If the remaining ranger does not surrender either shoot him with my bow if he is far away or hit him with my sword if he is close.

Unmodified Attack Roll with Human bonus 1d20 + 2 ⇒ (8) + 2 = 10*
Unmodified Damage Roll with Human bonus 1d8 + 2 ⇒ (7) + 2 = 9

* Modify depending on ranger actions and my method of attack.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Assuming the ranger doesn't surrender...

Johan emotionlessly begins the task of finishing off their last trapped quarry.

Round 4
Standard action: Hand of the acolyte: 1d20 + 9 ⇒ (6) + 9 = 15; Dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Move action: start moving around the tent in case he gets the bright idea of trying to escape out the back, and to open up the firing line for Eldred.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

With only one enemy left, and his capable minions allies handling it, Agrippa watches and casts detect magic, scanning the area for magical auras.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

There’s not much the man can do, but even then he muster his courage to meet his destiny
”For Mitraaa!!!” he screams as he run and jump over the pit, to end up impaled by Johan spear and ripped apart by the Lemure Claws.
Out of Combat, Congratulations.
There’s magic in the area, after concentrating for some seconds, Agrippa is pinpoint the source as the shield the last ranger was using.
Before burning down the tent completely, you go inside trying to savage anything worth. In the end, you were able to get this list of items:


  • Masterwork Lance
  • Masterwork Composite Shortbow(+3str)
  • 7 Longsword
  • 7 Dagger
  • Masterwork Fullplate
  • +1 Heavy Steel Shield with personal heraldry
  • Key
  • 6 Lances
  • 6 Composite shortbow (+2str)
  • 140 arrows
  • 6 Chain shirt
  • 67 gp
  • 7 bedroll
  • 7 waterskin
  • 7 rain cloak
  • 6 Light warhorses (Trained in combat)
  • 1 Heavy warhorse (Trained in combat)

Intentions?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

The shield might serve a purpose. Agrippa says indicating the suicidal ranger. And the key. Agrippa takes some time to move around the camp inspecting the items, but really he is taking stock of the curious fellow whom Johan dragged out of the tent.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

These need to be stock piled - they're worth a small fortune, Eldred says pointing out the bows and armour and lances. Let's raid a farm nearby and stash the loot there after dealing with the inhabitants... AND I can question the owners enough to draw out that priest and we can do another ambush... Hells, if one or two of you greet us on arrival with these borrowed faces the priest may be put at ease. What say you?


Since I was not shown in initiative I took no actions. What is my status? Full health? And do I know where my gear was stored?


Johan Hale wrote:

Johan kneels down and cuts the ropes from the prisoner's arms. As he does, he sees the forsaken brand on the man's forearm and smiles grimly. These Mitran sheep do like forging their own enemies eh? He puts his dagger in the man's hand. Time to earn your freedom.

/QUOTE]

Father Sidious is awake and alert as Johan approaches. Is this my death or my freedom? he thinks as he takes in the man, looking for some sign of his intent but the dim light prevents him from noting all the details.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

When his hands are cut free the cleric accepts the knife and immediately moves to free his feat and remove his gag. As the gag comes off Johan notes the man is smiling.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Don't forget we still have the cache buried out by the wreck of the Frosthamar. We can just take this all up there. His pragmatic farmer's roots come to the fore for a moment. Pity we can't sell these horses. Seems a waste to just butcher them.

After that we swing back to Farmer Tep's place. There's already a draw for the priest built in there. He saved their kid's life last year, so he should have a vested interest in her well being, especially now that her pa has disappeared. A note that the kid has taken a relapse should bring the priest running for a house call.

Johan walks over to where the stranger is cutting away the last of his bonds. He lets his iron circlet illusion drop. He absently tucks his Asmodean star medallion back under his shirt and rolls up his right sleeve, revealing his own "forsaken" brand to the man. Well friend, you've seen a lot tonight. What do you plan to do with that?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Ahhh - Thats right Johan, show yourself as a follower of the Lord of Contracts? I'm going to have to get my sword dirty again, he says bitterly, looking at the ex-prisioner.


The good father stands to his full height for the first time. He has more of a warriors stature than that of a priest. Reaching out a tentative hand, he touches the the Asmodean star medallion through the material and channels his lord's power into the room. Evil fills the place and spills out the open tent flaps for a moment leaving a near palpable miasma in the air. Sidious' wounds begin to close and some of his bruises fade from yellow-green to a light brown.

Channel Evil: 2d4 ⇒ (3, 1) = 4

Hold your sword. We are brothers here. He pulls up his sleeve showing the common brand that Johan has already spied. Then in a loud clear voice he calls out Abraxas! Attend me. From the darkness a large raven flies into the tent carrying a silver pendant in its beak and lands on the father's shoulder. it regards Eldred coldly. Sidious takes the trinket, which turns out to be a holy symbol of Asmodeus, and hangs it around his neck. If you will allow me to get my gear I will be ready to depart with you. It seems I am in your debt.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan turns and grins broadly at Eldred. Oh the Cardinal is going to love this guy.

He faces the man again. Seems we have common faith. He extends a calloused hand to the stranger.My name is Johan, and if you are an enemy of the Shining Lord, then we may also have common cause.

First we need to decide our next course of action. It is likely that the fortress will send another patrol out once this one is overdue. I figure that gives us about three or four days if we want to catch the search party the same way we did this group. If we are going to lure out the priest I think we need to do it before they notice Varning is missing. After losing two patrols, the Commander is likely to lock things down and refuse to allow the priest to leave even if he wants to.

So, lets take all this gear up to the Frosthamar, then over to Tep's farm. Then we send a runner to the fort begging the chaplain - Donagain I think his name was - to come and save a sick child. Once we've dealt with him, we hike it back up here and try to catch the rescue patrol. We can use these horses to move around quickly enough, then cut them loose before we head back into town.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa trusts that Hale will do what needs to be done. He is busy sizing up the new arrival.


Sidious offers the inquisitor his hand, shaking with a firm grip. Common cause, indeed. He then moves to the corner of the tent and retrieves a well crafted longspear parked there. With a few expert swings of the weapon he nods to himself, convinced it was not damaged. He then goes to a trunk and opens it as he listens to Johan. Search party? Priest? Varning? he asks? I could use some catching up.

From the trunk he removes a breastplate and begins the buckling process. After fully donning the armor he adds a cold iron moringstar and a sling to his side and buckles on a belt with spell component pouch and coin purse. He checks a backpack and remove one item before shouldering it. This item is wooden holy symbol of Mitra. He hangs it on his armor, more as a trophy than like he is wearing it in respect fro the deity. Still, it is there if he were to be questioned. All the while the large black raven hops around from one shoulder to the other and to various items of furniture, not quite staying out of the way.

In a final act before presenting himself to the group ready to travel he calls upon his connection to the Hells and casts a spell with himself as a target. Master, heal your servant. as he casts Infernal Healing. The wounds on him slowly begin to heal. As they do he turns to the group and pronounces I am ready to travel.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Johan Hale wrote:

Johan turns and grins broadly at Eldred. Oh the Cardinal is going to love this guy.

He faces the man again. Seems we have common faith. He extends a calloused hand to the stranger.My name is Johan, and if you are an enemy of the Shining Lord, then we may also have common cause.

First we need to decide our next course of action. It is likely that the fortress will send another patrol out once this one is overdue. I figure that gives us about three or four days if we want to catch the search party the same way we did this group. If we are going to lure out the priest I think we need to do it before they notice Varning is missing. After losing two patrols, the Commander is likely to lock things down and refuse to allow the priest to leave even if he wants to.

So, lets take all this gear up to the Frosthamar, then over to Tep's farm. Then we send a runner to the fort begging the chaplain - Donagain I think his name was - to come and save a sick child. Once we've dealt with him, we hike it back up here and try to catch the rescue patrol. We can use these horses to move around quickly enough, then cut them loose before we head back into town.

Agreed and once the blow falls, heh, it will be hard to recover and impossible after Mama Guiseppe.

He turns to the priest.

Welcome - it seems fate has thrown us together. Know that we are in your Gods service for his purposes and, as a true follower of your Dark Prince, you should have no qualms in aiding us. That said I know that you are likely wondering where you fit in if you wish to aid us. The answer is 'Spiritual Advisor' - we have a mission and we have our plans. Happy to accept input and suggestions but any ideas of taking leadership need to be set aside until the mission is complete else we must risk the Hells itself!

He says the last with a pale shudder.

We've just met and while I am willing to extend you some trust I don't think an open book is called for. Suffice it to say that your Faith is not dead in this land, as you can attest, and its High Priest has given us direction to aid certain allies in removing an obstacle to the his plans. Its simply that the gate to the North be opened.

I am Eldred, late of Branderscar Prison.

Eldred is a magnificent physical specimen but has sardonic bitter twist to his smile and a oily politeness to his manner.


It is indeed good to be once again in the company of fellow believers. Father Sidious says offering to shake Eldred's hand. I owe your group a debt and if I can help with this mission you say you are on I shall do so. Besides I currently have no other place to be and shall be sought after again by these Mitra lovers soon enough so that I'd rather not stay here. Soon I will discern the Master's will in this matter through Abraxas. The process is not quick through so it shall wait.

Imp can cast Commune. Also, I had the thought that a safe place to hide a holy symbol is to hang it around the imp's neck and then have him shape shift. The symbol is melded and unavailable. But if Sidous' symbol is ever taken he can claim his spare from the imp. Like it? I don't mean to abuse this, but there may be other small items we can protect that way. Keys. Wands. a potion, etc.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Its settled then. We ride for the Frosthamar then bait our trap for the good father Donagain.

The group cleans up the campsite, loading the bodies and the loot onto the carriage and spare horses. When they are done there is no sign of Varning's patrol or the grisly fate that befell them.

After that they saddle up and set off convoy-style to the edge of lake Tarik, where they first came ashore, the site marked by the burned out struts of the Frosthamar. Varning and his men are stacked and burned, their bones joining those of Damien, Kargeld, farmer Tep and the Frosthamar's crew. This place is becoming quite the charnel house, Johan thinks to himself as he buries their loot with the rest.

Next they ride down to farmer Tep's home...


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Mwhahahahaha


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Let’s do something else…” says Fet before you kill the horses.
”We don’t need this carriage, and we will not fight on horseback, but even then, we can use then to disguise ourselves as guards from the watchtower. Less trouble with the farmers.”
Since I want you guys to create the history,I'll tell the results of your incursion to Tep's farm, and you describe how it happened, okay?

You all head to where Fet and Eldred followed Tep, on your first night at Aldencross, it’s night when you get to the place. The family offered no resistance, less than 2 minutes the place was yours.
How you did it, and what you’ll do next?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred approaches the farm house under the guise of a guard needing water and uses the ruse to get close enough to get a dagger to a loved ones throat... Leverage needed to control the family and have them bound.

But he doesn't kill them... No. They may yet prove useful.

What he does do is question them, getting their tone of voice, their mannerisms, their stories. He treats them considerately while giving them no illusion at all that their lives depend on goodwill alone.

What now?, Eldred asks. Do we go in their guise - tricky - or go in another?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Agrippa, can you do to one of these folk what you did to Bellam. Make her such a fast friend that we could trust her to carry a lie to the fortress and sell it convincingly? It occurred briefly to Johan that he might be becoming too dependent on the haughty noble's magical tricks to solve problems - something to ponder later.

Otherwise one of us will have to take on the guise of a grief-filled neighbor and deliver the message ourselves. Johan began thinking out loud. Risky. Could we use another forged note? Hardly seems urgent enough. What loving parent would take the time to write out a polite letter while their child lay dying? Not that I'm qualified to judge how loving parents should act. Eldred, ask the mother how she contacted the priest the last time her child was sick.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Which Eldred does so, including eliciting a full history of the event.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Lissa was very sick” says the woman ”no one near knew what she had, we were afraid she would die any moment…” the mother starts to cry ”Please, don’t do anything bad to her, please, please!”
Unmoved, Eldred hits the woman while threating ”if you don’t tell the whole history, then dear Lissa will be happier had her died!”
The woman is taken aback, she starts to cry again ”Tep…. Oh Tep… was angry… and… and he went to the watch tower gates…” she hid her face in her hands ”Oh Tep… he screamed the father name until… the man came to see him…”


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I could. But not until the morrow. Agrippa replies to Johan.

Need to memorize the spell.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Okay, then we charm the mother tomorrow and send her to the fortress to beg for the Father to come and see the child again. This could easily go wrong and expose us. Which may work to our advantage. If they send a group to ambush us and we know it coming, we can turn it against them and weaken the garrison even further. They may lock things down after that, but we have our secret way in after all.

Our second option is for one of us to go the fortress in disguise and do the begging. More likely to work, but puts one of us at risk, especially if the father, or magister can see through the illusions of our circlets.

Well. which way should we go?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

He takes the group to one side.

Charm the woman - definetely but one of us go along in disguise as well. I'll go as a farm worker. I'll strip off any magical protections and just go as a man in dirty ragged clothing. I'm a good enough liar and my face is unknown around here. I can be just an itinerant but with her given instructions to listen to me as a good friend I should be able to steer things as needed.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

That's great...let's do it.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Escort us part of the way so that if we run into any issues you are on hand to deal with it. The best I'll carry will be a dagger and a staff.

He then goes through the womans house looking for her husbands old clothing to fashion a loose ill fitting disguise... to look like a set of cast offs that hide a lot of his excellent physique... a feature not common to farm workers.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

So be it.

The next morning Johan waits for Agrippa to work his magic on Tep's widow, then after some quick questions to assess her loyalty and what she stood to lose if she failed in her part, she and Eldred head out to the fortress, with Johan following thirty yards or so behind.


I am here. Just a little outside the story at the moment. Reading and trying to follow.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa rests the evening, studying this new member and his connection to the infernal. Is he trying to supplant me? Maybe I should arrange...

When he awakens Agrippa studies the appropriate arcane verses

Updated spells memorized, 2 charm spells (which take 4 slots as they are my opposition school) and detect thoughts if neccesary.

Master Hale, I am prepared to have the girl do our bidding. But beware, this is not compulsion, she still has free will, she will just be a little more amiable to our cause. She will not forget her treatment.

Agrippa will have his minion companions bring the girl into an empty room with him. He will be in his "noble painter" disguise. There, there young one. You look ill, have you eaten? Come, let me help you... and he will cast Charm Person at some point, twice if necessary.

Charm Person only lasts 4 hours, so two might be necessary. Save is DC 16 Will


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

If the duration is an issue then you best come with us... the noble offering a ride and all - it fits and you can get the spell off before she goes in... you stay out of it so if he can see through magic you won't trip any alarms.

She should say that the priest should go on ahead RIGHT AWAY and she will follow after getting relatives or friends or something and I'll mention the carriage - no clergyman can resist an easy ride.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Father Sidious wrote:
I am here. Just a little outside the story at the moment. Reading and trying to follow.

Ask them ingame! This was one of the resaons I did not told you anything about the history.

Will: 1d20 ⇒ 7

"Oh, dear sir. Thank you for your help." says the woman.

How do you want this to happen?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

I'm going to let Eldred field that question DM.

Ahh, you are welcome my lovely. Now, I want you to go with this man. Do as he says for me. I will accompany you, do not fear. Agrippa says indicating Eldred.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Well, let’s move things.
Agrippa instructs the woman, convincing her why the priest should come. He daughter is in danger. The same disease that afflicted her some time ago is bound to happen again, and this time, unless the priest comes ‘before’ it happens, the girl has no chance at all.
Removing any magical disguise, and dressing as a common farmer, Eldred prepares the carriage to take the woman to the fort.
==/==
It does not take much to get to the Watchtower; the woman seems afflicted with the possibility of her daughter death, even more after her husband went missing.
When you get to the watchtower, at night, she frantic starts to call the priest, causing a small commotion at the gates.
It does not take much for the soldier’s starts gathering, and some more minutes the Priest appears. The woman, now desperate clings to the good father, crying in pleas for him to save her daughter again.
The good father seems at loss of that to do. You see clearly in his eyes that he believed the woman history and feel sorry for her. After consoling her for some minutes you see in his face he decided.
”Call Sam, and ask him to bring with him some more lads. Let’s hurry to the Farm.”
At this point, Eldred join the conversation, as a family friend.
”I be glad to take you there sir. We can use the carriage we used to come here.”
”I’ll accept you offer good sir. But we have to wait for the lads.”
Near departure, the woman insists you go ahead, since she must get some good from the store. At this point, the father convinces her to go back with him, since they are bringing food from the watchtower with them.

In all, you were able to make the father go to the Farm. Only problem is: He is not alone.
With him, a craggy-faced veteran, using a full plate and carrying a greatsword on his back. It’s not hard to realize that ‘Sam’ is Captain Samual Barhold. With him, four more soldiers on horseback.

Party:

  • One Priest
  • One Fighter
  • Four soldier.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Forgot to ask: Intentions?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa will on the ride back if possible cast detect thoughts on the party. He will try to ascertain if they suspect a trap or glean any information regarding their state of mind. He will do this only if reasonably certain he will not be caught or be seen.

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