WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

Roll20

Battlemat


1,951 to 2,000 of 2,573 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>

Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

It has been quite a while since Teon has been able to cut loose and engage in wanton slaughter. As so often happens, the faces of Odenkirk's men merge with those of his former bullies, now all dead. Odenkirk's crew will join them. No restraint, just force. The preparation were made, now the fun can be had.

Attacks:

Power Attack, Arcain strike All attacks are on OM5, until he goes down, then any remaining are on OM4. If he goes down, OM2

Bite 1d20 + 7 ⇒ (7) + 7 = 14 1d8 + 7 ⇒ (5) + 7 = 12

Claw 1d20 + 7 ⇒ (16) + 7 = 23 1d6 + 7 ⇒ (1) + 7 = 8

Claw 1d20 + 7 ⇒ (10) + 7 = 17 1d6 + 7 ⇒ (3) + 7 = 10

Status:

AC:19 | HP: 25 / 25 THP: 30/30
1st Spells (4): xx
Summons (7):
Effects:
Mage Armor
Enlarge Person
Bless
Fused


King of Talingarde

Added in the sneak attack die, Gwyn.

Cain tears into Odenkirk on the ground, even as teh man screams in rage. A scream that is cut short as Cains teeth sink into his neck, ripping at his throat with a fierce bleeding wound. He's dying, Jim.

Teon savagely tears into one of the sailors, sending the man backwards barely deflecting his savage teeth, but not faring as well as the claws sink into his sides, tearing the flesh. The man falls unconscious to the pain.

Shulme attempts to impale Odenkirk as he goes down, but his attack fails to strike the man.

Xanos begins chanting a spell even as Slave brings his weapon down upon one of the sailors, striking him down quickly.

AoOs:

Slave: OM6 (Waiting on Xanos)
Gwyn: OM4 (Took on OM4, missed)
Teon: OM1, OM2, OM4, OM5 (Unknown)
Cain: OM7, OM8, OM9, OM10, OM11 (Did not take one)
Price: None
Shulme: None

Round 1
Price (Attack, hit)
Gwyndolin (Attack OM4, hit)
Odenkirk's Men (Move stand, Standard Draw or move and draw)
Cain (Full attack on Odenkirk, both hit)
Teon (Full attack, bite miss, 2 claws hit on OM5)
Shulme (Attack OK, miss)
Odenkirk (Dying)
Xanos (Begins casting spell)
Slave (Attack Sailor, hit)

Round 2
Price
Gwyndolin
Odenkirk's Men
Cain
Teon
Shulme
Odenkirk
Xanos
Slave

Battlemat of the Boats


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Round 2: Try to finish off OM4 and move to O11 if he falls, avoiding AoO's.

Carnwennan snaps out once again as Gwyn tries to finish off the man in front of her.

Attack Carnwennan: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 - 1 ⇒ (4) - 1 = 3


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price checks the swing intended to finish the fallen Captain and instead hammers the sailor along the rail.

~ Round 2 ~

STAND: Bash OM7
FREE: 5' (into L14 if OM7 drops)

BOOM:
STAND: Laughing Demon (20/x2)
HIT: 1d20 + 6 - 1 + 1 ⇒ (18) + 6 - 1 + 1 = 24 2H, PA, Bless
DAM: 1d8 + 4 + 3 + 2 ⇒ (4) + 4 + 3 + 2 = 13 Judgment

Status:
AC:18 | HP: 24 / 24
1st Spells (5): xx
Daylight (1):
Judgment (1): x
Effects:
Shield of Faith
Bless

Cain, if I can drop OM7 and take his spot we'll have a flank on OM8.


King of Talingarde

Gwyn finishes her target, the sailor dropping from blood loss as she moves around to another target (Did you mean 1, since 11 is on the other boat?)

Price bashes one of the sailors in her range, dealing a nasty strike to his shoulder.

Odenkirks men begin to move, three of them on Cain attempting to strike the giant wolfman, one landing a strike for 5 damage. (I didn't take into account DR) A fourth man decides a different approach is in order and leaps into the water, attempting to run. (Withdraw, no AoO.)

The one bashed by price gives an anger filled roar as he charges forward with his sword, the blade barely turned at the last minute from a fatal strike. "Die, you b%@#!!" (3 damage to Price)

The soldier on Slave attempts a valiant strike the easily missed the undead creature, a similar scene as one attempts to bring down Teon. The last sailor decides to try an easier approach, attacking the small Gwyn before she can do to him what she just did to his companion.

Round 1
Price (Attack, hit)
Gwyndolin (Attack OM4, hit)
Odenkirk's Men (Move stand, Standard Draw or move and draw)
Cain (Full attack on Odenkirk, both hit)
Teon (Full attack, bite miss, 2 claws hit on OM5)
Shulme (Attack OK, miss)
Odenkirk (Dying)
Xanos (Begins casting spell)
Slave (Attack Sailor, hit)

Round 2
Price (Attack, hit)
Gwyndolin (Attack, hit)
Odenkirk's Men (Varied assaults, 1 coward's charge)
Cain
Teon
Shulme
Odenkirk
Xanos
Slave

Battlemat of the Boats

Dice:

OM8vCain 1d20 + 4 ⇒ (4) + 4 = 8; 1d6 + 2 ⇒ (3) + 2 = 5
OM9vCain 1d20 + 4 ⇒ (11) + 4 = 15; 1d6 + 2 ⇒ (4) + 2 = 6
OM11vCain 1d20 + 4 ⇒ (16) + 4 = 20; 1d6 + 2 ⇒ (3) + 2 = 5
OM7vPrice 1d20 + 4 ⇒ (20) + 4 = 24; 1d6 + 2 ⇒ (1) + 2 = 3
OM7vPrice CC 1d20 + 4 ⇒ (1) + 4 = 5; 1d6 + 2 ⇒ (5) + 2 = 7
OM7vPrice 1d20 + 4 ⇒ (9) + 4 = 13; 1d6 + 2 ⇒ (5) + 2 = 7
OM3vSlave 1d20 + 4 ⇒ (2) + 4 = 6; 1d6 + 2 ⇒ (6) + 2 = 8
OM1vGwyn 1d20 + 4 ⇒ (11) + 4 = 15; 1d6 + 2 ⇒ (3) + 2 = 5
OM2vTeon 1d20 + 4 ⇒ (9) + 4 = 13; 1d6 + 2 ⇒ (3) + 2 = 5


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Oh, sorry, I meant move to square O11, but it turns out that's not right either. I was trying to get to N11. I keep forgetting I can edit the map and move myself. If this messes you up, just put me where you had me and I can work it out.


King of Talingarde

Looks good to me, but remember that OM5 is down at present, and you're technically not flanking with OM2 unless Teon moves a square north.


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Ignoring the blows futility directed at himself, Teon shifts himself and starts to rip into the oarsman who struck at Gwyn. After downing him, he shifts his attention to the second.

Attacks:

Power Attack, Arcane Strike

Bite 1d20 + 7 + 1 - 1 ⇒ (15) + 7 + 1 - 1 = 22 1d8 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10

Claw 1d20 + 7 + 1 - 1 ⇒ (13) + 7 + 1 - 1 = 20 1d6 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9

Claw 1d20 + 7 + 1 - 1 ⇒ (11) + 7 + 1 - 1 = 18 1d6 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12

Status:

AC:19 | HP: 25 / 25 THP: 30/30
1st Spells (4): xx
Summons (7):
Effects:
Mage Armor
Enlarge Person
Bless
Fused


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10
King Markadian V wrote:
Looks good to me, but remember that OM5 is down at present, and you're technically not flanking with OM2 unless Teon moves a square north.

I know, I was going to 5-foot a square up to get the flank and then full attack.


King of Talingarde

Make it OM2 that attacked Gwyn due to her movement, but keep the rolls as is.

Teon shreds the sailor who stabbed at Gwyn, dealing a serious wound to the other next to him.

Round 2
Price (Attack, hit)
Gwyndolin (Attack, hit)
Odenkirk's Men (Varied assaults, 1 coward's charge)
Cain
Teon
Shulme
Odenkirk
Xanos
Slave

Battlemat of the Boats


The creature whipped to face the sailor who was still standing, hissing wetly beneath it's mask.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d10 + 7 ⇒ (9) + 7 = 16


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Xanos eyed the battle, a bit surprised at how handily things had gone.

He directed his energies to the other ship. Shadows coalesced and formed into a smoky shape that drew the blood from the dying men nearby to form bones and flesh.

Summon goes off as a free action at the start of my turn. Summoned creature immediately acts...


The blood blackened and cracked as it formed a terrible vaguely-canine shape. Fire licked in it's eyes and mouth and left charred paw prints on the deck.

It shook itself like a wet animal before opening it's mouth and spewed the boiling blood of their shipmates across the doomed sailors before it.

Summoned a Hellhound at square N17

Breath Weapon across OM 8, 9 and 11

Fire damage: 2d6 ⇒ (3, 2) = 5

DC 14 Reflex save for half.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

That will do. he thought to himself, content with the creature he'd called. My power is still nowhere close to what it once was, but it grows daily.

He eyed the confrontation between the sailor and his Slave. Sighing at his minion's unimpressive display Xanos drew Blackerly's longsword from it's sheath and thrust it through the man's back.

Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Crit confirm: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Crit Damage: 1d8 + 3 ⇒ (3) + 3 = 6

The tall wizard materialized again, twisting the blade for good measure before pulling it free.

Melee wizard FTW!


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Alas nameless opponent #39742, I barely knew thee.
Yikes that was vicious. Glad you're on our side.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price sees the sailor's blade coming for her throat and throws an arm in the way, letting the blade carve into that instead of her delicate neck. She doesn't respond to the taunt as she is far more involved in staring down the beach to see where that sailor could run to and if he needs to be stopped.

Mark, is there any obvious threat to letting that sailor run loose for the time being - a town in the distance or something like that? Also is OM7, OM8, or OM9 one of the guys who went for water on Seal island?

Status:
AC:18 | HP: 21 / 24
1st Spells (5): xx
Daylight (1):
Judgment (1): x
Effects:
Shield of Faith
Bless


The yellow werewolf's eyes track the man as he runs, and somewhere in the depths of its logical mind it knows it can't leave any of these humans alive. It's falchion hits the deck - resizing to it's normal size – and a massive bow levels at the retreating man.

AoO's for all the soldiers threatening Cain.

Two arrows the size of small spears hiss through the air, impaling the retreating man. Cain turns at the last instant and bites at the man nearest the boat's edge.

:: Round 2 ::
FREE: drop falchion/draw longbow
FULL: rapid shot on the retreating sailor, then bite OM.11

rolls:
Modified by: Bless, Rapid Shot, FAvored Enemy, Power Attack
.
Large Longbow 1d20 + 5 - 2 + 2 + 1 ⇒ (19) + 5 - 2 + 2 + 1 = 25
---> Damage 2d6 + 4 + 2 ⇒ (3, 4) + 4 + 2 = 13
.
Large Longbow 1d20 + 5 - 2 + 2 + 1 ⇒ (15) + 5 - 2 + 2 + 1 = 21
---> Damage 2d6 + 4 + 2 ⇒ (1, 3) + 4 + 2 = 10
.
Bite 1d20 + 4 + 1 + 2 - 1 ⇒ (4) + 4 + 1 + 2 - 1 = 10
---> Bite 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Hybrid Form Status:
[b]HP 29/33
AC 17 T 12 FF 14
CMD 23 FF 20
F/R/W +5/+7/+3
Effects/Conditions Werewolf form; Enlarge Person (rd 2 of 10) -- STR 22; CON 13

+2 STR/CON, 1d6 Bite, DR 1/Silver, +1 Natural armor


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I hate to say it Cain, but unless you have large arrows, they are going to shrink down to their original size as soon as they leave the bow.


If that's the case...
1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Is there an inconsistency between how Enlarge Person and Reduce Person treat projectiles?


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Yes.

Reduce person wrote:
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Enlarge Person wrote:
Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Getting bigger is best for Melee. Getting smaller seems to be best if you have a source of damage that is not affected by size.


King of Talingarde

Aldencross is only a couple hours away by foot. It's conceivable if he gets too far he could lose you and make it to the city before you. I'd have to use the chase rules, I believe. Also I made the water bearer's bright green text.

Cain drops his oversized sword and takes two shots at the man running on the beach. Two shafts strike him, one in shoulder the other in the leg. He stumbles from the sudden force of the strike, but manages to stand and keep running. (Well, he will on his action if still up) The sailors around Cain attempt to take him down as his focus shifts, but their fear rattles their blades, attacks failing to connect lest they draw the giant wolf's attention.

Xanos summons a hound from the depths of hell, a hound that breaths it's hellish flames across the sailors, bits of rope catching aflame. Xanos himself draws forth steel and shoves the sergeant's blade through the sailor's chest, barely missing his lungs.

Round 2
Price (Attack, hit)
Gwyndolin (Attack, hit)
Odenkirk's Men (Varied assaults, 1 coward's charge)
Cain (Bow to the runner)
Teon (Full attack)
Shulme
Odenkirk (Dying)
Xanos (Attack, crit)
Slave (Firebreath)

Battlemat of the Boats

Dice:

OM8 AoO Cain 1d20 + 4 ⇒ (4) + 4 = 8; 1d6 + 2 ⇒ (5) + 2 = 7
OM9 AoO Cain 1d20 + 4 ⇒ (3) + 4 = 7; 1d6 + 2 ⇒ (5) + 2 = 7
OM11 AoO Cain 1d20 + 4 ⇒ (7) + 4 = 11; 1d6 + 2 ⇒ (3) + 2 = 5
OM8 Ref 1d20 + 1 ⇒ (10) + 1 = 11
OM9 Ref 1d20 + 1 ⇒ (18) + 1 = 19
OM11 Ref 1d20 + 1 ⇒ (14) + 1 = 15
1d12 ⇒ 3
1d12 ⇒ 7
1d12 ⇒ 2
1d12 ⇒ 8
1d12 ⇒ 5


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Round 3: Move to flank OM1 and show him that the big man is not the most dangerous opponent on the ship. Route has been labeled on the map.

Seeing her next intended target fall, Gwyn skirts around the last man still standing on Teon and her end of the ship before trying to plunge her dagger into the man's back.

Attack Carnwennan: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage: 1d6 - 1 + 2d6 ⇒ (2) - 1 + (3, 6) = 10


King of Talingarde

Gwyn's dagger sinks into the sailor, leaving only one on their boat.

Round 2
Price (Attack, hit)
Gwyndolin (Attack, hit)
Odenkirk's Men (Varied assaults, 1 coward's charge)
Cain (Bow to the runner)
Teon (Full attack)
Shulme
Odenkirk (Dying)
Xanos (Attack, crit)
Slave (Firebreath)

Battlemat of the Boats


Shulme, you're up.


King of Talingarde

Price can also act for round 3 if you like.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme slides over the gunwale and onto the beach, in pursuit of the fleeing sailor.

Attack and damage:
1d20 + 7 ⇒ (4) + 7 = 11
1d8 + 8 ⇒ (6) + 8 = 14

AoO if/when applicable
1d20 + 7 ⇒ (4) + 7 = 11
1d8 + 8 ⇒ (8) + 8 = 16

Time to sacrifice some maidens to the dice gods...


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

It dawns on Price that the sailor before her was a 'water carrier' and needs to be interrogated. She checks her swing, steps into the man, and fires a snap-punch at his throat, hoping to take him out of the fight without spraying his brains across the deck.

Waste not, want not.

~ Round 3 ~

STAND: Punch OM7
FREE: 5' (into L14 if OM7 drops)

BOOM:
STAND: Hand (crit: 20/2x)
HIT: 1d20 + 5 - 1 + 1 ⇒ (4) + 5 - 1 + 1 = 9 PA, Bless
DAM: 1d3 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10 Improved Unarmed Strike, Judgment (Non-Lethal Damage)

Status:
AC:18 | HP: 21 / 24
1st Spells (5): xx
Daylight (1):
Judgment (1): x
Effects:
Shield of Faith
Bless


King of Talingarde

Shulme chases down the runner on the beach, but the sailor managest o dodge his spear.

Price attempts to knock out the sailor in front of her but he dodges her fierce strike.

The deadly force of our villains are too much for the sailors. The lone man on the boat near Xanos defensively holds up his blade, "S-spare me, please don't turn me into one of those" He indicates Slave as he speaks, fear in his eyes. (Total defense)

The man Price attempted to knock out turns a stare towards Cain, another towards Teon, and drops to his knees, "Spare us, we will tell no one!" (Drops prone, Diplomacy check 14 if it matters)

The three around Cain look to each other for moral support, but hold at their companions words towards Price, awaiting her response, or anyone's. (They delay)

The one on the beach, turns to look at Shulme, practices his own sense of begging, "Why!? What did we do?"

Onto Round 3, your call.

Round 2
Price (Attack, hit)
Gwyndolin (Attack, hit)
Odenkirk's Men (Varied assaults, 1 coward's charge)
Cain (Bow to the runner)
Teon (Full attack)
Shulme (Chase and Attack, miss)
Odenkirk (Dying)
Xanos (Attack, crit)
Slave (Firebreath)

Battlemat of the Boats

Dice:

1d20 ⇒ 14


Taking prisoners was never in the plan. The beast turns back to the cowering sailors as he sees Shulme go after the one smart enough to try running away.

Sheep.

The longbow becomes a huge club in the huge werewolf's hands, whistling at the head of one sailor as his bloody maw snaps closed on his prey's neck.

The strikes are punctuated with feral snarls as the beast rips his prey apart.

:: Round 3 ::
Full: Longbow-club and bite on OM.11. If he drops from the clubbing, switch the bite over to OM.9
I'm hoping a longbow-sized club would be 1d8 damage (becoming 2d6 when Enlarged), let me know if you'd prefer a different damage die, Xz.

rolls:
Modified by: Bless, Power Attack, Favored Enemy
.
Improvised Club 1d20 + 8 + 2 + 1 - 1 ⇒ (12) + 8 + 2 + 1 - 1 = 22
---> Damage 2d6 + 9 + 3 + 2 ⇒ (4, 6) + 9 + 3 + 2 = 24
.
Bite 1d20 + 8 - 5 + 2 + 1 - 1 ⇒ (20) + 8 - 5 + 2 + 1 - 1 = 25 <--- CRIT?
---> Damage 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7
---> CRIT CONFIRM 1d20 + 8 - 5 + 2 + 1 - 1 ⇒ (19) + 8 - 5 + 2 + 1 - 1 = 24
---> Total crit damage 7 + 1d8 + 3 + 1 + 2 ⇒ 7 + (3) + 3 + 1 + 2 = 16

Hybrid Form Status:
HP 29/33
AC 17 T 12 FF 14
CMD 23 FF 20
F/R/W +5/+7/+3
Effects/Conditions Werewolf form; Enlarge Person (rd 3 of 10) -- STR 22; CON 13

+2 STR/CON, 1d6 Bite, DR 1/Silver, +1 Natural armor


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Gwyn turns to the other boat just in time to see Cain maul one of the sailors.

"S-someone's gonna have to sing me to sleep tonight."


I'll sing you to sleep, little girl...

The man's pleas for mercy are ignored by the masked creature, who savagely continues it's master's orders.

Attack: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage: 1d10 + 7 ⇒ (5) + 7 = 12


And I'll sleep under your bed...

The creature formed of fire and blood lunged at the pathetic man before it...

Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 1 ⇒ (8) + 1 = 9 plus Fire damage: 1d6 ⇒ 1


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Maybe, Teon, Fargo and Sir Eldon's Head can do a little barbershop lullaby.

Xanos said nothing. The sword came down again.

Attack: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

I hope that someone in the group is a baritone. Fargo sings lead, Teon tenor and Sir Eldon's Head base. We need a baritone to make a proper quartet.

I will sing to you if you wish. Kill this last while I chase down the runner. Teon sounds far more hesitant than normal, almost like Fargo.

As soon as he finishes speaking, he makes good on his word, leaping from the boat to cut off the running sailor. Fargo/Teon have a 35 foot movement. It looks like I can edit the map with my new phone. Sweet!!!


King of Talingarde

At this point the sailors are easily dealt with. I assume you'll be taking OM7 alive.

The sailors are easily dealt with, Teon and Shulme chasing down the runner while the others deal with those on the boat.

Round 3
Price (Unarmed strike, miss)
Gwyndolin (Attack, hit)
Odenkirk's Men (Varied actions)
Cain (Bow as club, bite, two hits)
Teon (Double move)
Shulme ()
Xanos (Attack, hit)
Beast (Attack, hit)
Slave (Attack, miss)

Battlemat of the Boats


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Speculating on Xanos' plans for the Captain, Price decides not to whisper in the Odenkirk's ear before finishing him off with a blow to the throat.

Yep, definitely want OM7 alive long enough to give us the particulars on what they were really doing on Seal island and anything else he knows about the Captain's plans or business interests. We can RP it or handwave it, whichever you prefer, Mark.


Cain throws his head back and howls as the prey falls. The thrill of the kill pounds through his veins like some addictive drug as the beast looks down at the few remaining humans.

Blood and gore from Odenkirk and one of his sailors paint his dark gray fur in a grizzly, slick, dark blackish-red.

Sigh. That was fun. Thanks for the chance to play up the bad-assery of our villains, Mark. :)
I realize all the fights certainly won't go this way.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme's answer to the fleeing sailor's plea is incomprehensible as he chases the man on into the mist. But returning to the boat in a few moments the blood on his spear makes the gist of it plain.


King of Talingarde

Going to handwave as I'll have to leave soon and would rather you prepare for heading into Aldencross. Odenkirk's plans on the island were actually quite simple. He wanted to seal hunt since he knew the value of the pelts. They had no need for water and could'v made it all the way here without re-supplying.

Now his plans after were different. While he has, er had, little love for Talingarde, there was money to be made for the information of the bugbear horde. He intended to sail to Balentyne and sell this information to the Lord of the Keep. This has been stopped and the sailor pitifully pleads for his life.

Loot:

  • MW Greataxe
  • 2 throwing axes
  • hide armor
  • key to his lockbox
  • 12 shortswords
  • 12 shortbows
  • 174 arrows
  • 12 studded leather armors
  • 12 bucklers
  • Kargeld's lockbox (which the key fits)
  • 42 little purses each containing 250gp (10,500gp total)
  • 116gp, 458sp, 1,945cp in loose coinage
  • A wooden crate labeled emergency rations with 9 bottles of fine whiskey worth 10gp each

For when you head to Aldencross:

Flavor Text wrote:

You are close now. Just a few miles from here sits the small market town of Aldencross and less than a mile from there is the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde. Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these Iomedaen sheep. This is that moment. This is the turning point. After this, there is no going back. Any one eager for redemption?

Pause.

I thought not. Come, my friends. We have work to do. We must burn Balentyne.

Things I will need from you:

If you are going into town disguised, please let me know how so. If you plan to use an alias, that would be helpful as well.

Aldencross is about 2 hours away from here. If you'd like to camp out, please feel free to do so. Or you can get an Inn in town. At this point it's about 4pm. Only a few hundred feet away is the road leading into town.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

CHA-CHING! O.o
We haz funds!

I think we need to put some serious thought into our aliases and stories... because they've got to hold up in town and they've got to at least give some of us a reasonable chance to snoop around and cozy up to the wall guards, etc.

Price comforts the water-bearer and takes him to one side, with Cain ever watchful. She explains that, unfortunately, knowing his Captain planned to sell our villains out makes it impossible to show leniency but, for his services, she'll make it painless and quick. She does so with practiced efficiency.

Handwave the CdG? If not, I'll include a roll. And if the guy decides to fight, well, he's going to go down badly.

AUTO CRIT DAM: 1d3 + 3 + 2 + 2 + 1d3 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 + (1) + 3 + 2 + 2 = 17
PA, Bless, Judgment


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

How about this:
-head into town as basically generic traveling merchants. Gives us a chance to sell the loot and also figure out what disguises would work well
-once we have figured out what is what we leave and return in new, tailored disguises. Or disappear a few convenient people and replace them.


Hmmm. If we go that route, let's make sure we only sell the things that can' be directly tied back to the smoking merchant/smuggler ships that will undoubtedly get some attention by their columns of smoke. So we Merchant disguise ourselves up and head in to see if we can get a good price of what we got from the eskimo-people?

What type of goods are we likely to be able to find in Aldencross? Mostly mundane stuff? Magical items/enhancements? Mithral Breastplates? :D


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Maybe we should take this discussion to the OOC to avoid blue-texting too much in the game thread? I apologize since it seems I started this.


HYPOCRITE!

: Heads over to Discussion Thread :


King of Talingarde

I'll do the initial entrances separately, going with the order you have the groups listed.

The Merchants:

The work done, the sailors slaughtered and questioned, the boats set ablaze, our villain make their plots to head to the city of Aldencross and the fortress of Balentyne.

As per their plans, they split into three groups. The first to approach the city, the merchant caravan operated by Bis'marek. With his two guards, Nona and Abell, as well as a passenger in tow named Milla, they make their way to the city. As they approach, the columns of smoke at first makes it seem that buildings within the city blazes, but as you near, you realize it instead emanates from the numerous smithies in this soldier town. Nearing the body, an idyllic scene. Children play in the streets as adults go about their business in the town, hardly aware of the threats north of the Watch Wall.

The main thoroughfare brings you to the market square as well as the only inn in the town, the Lord's Dalliance. As you make your way, you barely draw a few stares, apparently a common sight. The only attention you truly draw is the occasional stare from the numerous guards in town making their rounds. But even these are not the insinuating glances of ones expecting wrongdoing but instead a friendly glance.

Wasn't sure if you wanted to go to an Inn first, or sell stuff, or something else.

The Bard:

The work done, the sailors slaughtered and questioned, the boats set ablaze, our villain make their plots to head to the city of Aldencross and the fortress of Balentyne.

As per their plans, they split into three groups. Talliree Yndercook makes her way to the city of Aldencross, having circled around the town to enter from a different entrance than her companions. As she approaches, the columns of smoke at first makes it seem that buildings within the city blazes, but as you near, you realize it instead emanates from the numerous smithies in this soldier town.

Yet she is greeted by another strange sight. The buildings as she makes her way in are short of stature, and just a tad wider. Most sit half submerged with steps leading down. The markings of dwarven architecture only reinforces another fact, the road she has selected to come into town has several of the shorter men and women about.

Entering the town in tattered cloths, fresh bruises on her, the first dwarf she sees drops the broom he was using to sweep the walk in front of his shop, a tannery it would seem. He comes up to her, a yell down the street. "By Torag, girl, what happened to you? Waylaid upon the road? Quickly, someone fetch a healer!" Another dwarf comes out to see what the commotion is aobut before heading down the street, presumably in search of said healer.

The Priests:

The work done, the sailors slaughtered and questioned, the boats set ablaze, our villain make their plots to head to the city of Aldencross and the fortress of Balentyne.

As per their plans, they split into three groups. The two priests, Locke and Caeso, circle Aldencross, making their way to their own entrance. As they approach, the columns of smoke at first makes it seem that buildings within the city blazes, but as you near, you realize it instead emanates from the numerous smithies in this soldier town. They enter the town, seeing an idyllic scene of children at play, adults hard at work. The numerous guards smile and nod as they enter, paying little heed to the two. A few children stare as they enter, out of curiosity of the strange sight. Passing a fruit stall, the merchant calls out, offering an apple to the two travelers, surly weary from the road.

Wasn't sure if you had specifics you wanted, like finding a church, an inn, or whatnot. Just let me know.

Hand of Fate:

1d3 ⇒ 2
1d20 ⇒ 6
1d20 ⇒ 6
1d3 ⇒ 2
1d20 ⇒ 15


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Unless his guards have a different sugestion, Bis'marek and his men will go first to an inn. Someplace clean and respectable, but not to expensive.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Using a scroll of Disguise Self to erase the runes on my body, change my eye color to a regular brown and make myself look a few inches shorter. Also making my clothing look appropriate to the act, and extremely worn and weather beaten. The spell lasts a half hour. I have that long to get into town, get a room at an in, and then spend a few hours cranking out a couple more scrolls. Tonight I'm going to spend 8 hours making an "amulet of disguise" out of an ivory brooch gotten from our trade with the islanders.

The two priests said little as the entered the town but inclined their heads respectfully to the town guard and to others they passed. A few polite inquiries placed them to a suitable inn where they arranged for a room, explaining to any who asked that they would prefer to wash up from the road before imposing on the local church.

Disguise: 1d20 + 6 + 10 ⇒ (3) + 6 + 10 = 19


The Priests

Locke and Caeso make their way to the only inn in town, the Lord's Dalliance. A three story structure, the building is old, yet impressive and well maintained. Entering the inn, they are greeted by the barkeep, a portly gentleman. "Greetings, Father, the name's Bellam Barhold. How can my establishment serve ye today?" Locke quickly down to business of a room, Bellam returns the prompt exchange. "For the two of you? Normally only have single beds, but I've got an old cot downstairs I can have hauled up for you. The rates 2 gold a night, 10 a week for extended stays. But for a member of the church, I'll give you a deal, half off. One a night or five for the week" Locke handles the bill (However you choose to do so). Bellam calls out to a group of soldiers sitting at a nearby table. "Ward, Alcott, Clive, a round of ale if you haul the bed downstairs up to the second floor for the priests here." Quickly obliging, the three comply with Bellam's request.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

"You are most generous. Thank you mister Barhold." Father Locke said, placing a small stack of coins on the counter. "One week should be sufficiant."

Following the patrons upstairs as they brought the bed up, he thanked them briefly and closed the door.

"The illusion has little time left. I will be taking time this evening to craft something similar to the circlet you wear." Xanos said to Shulme.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Part of Milla's disguise is reskinning the Laughing Demon as a smaller, more common, mace with hand-etched (poorly) symbols of all the good Gods. In other words, she is more relying on faith to protect her than the weapon or her own poor skills.

Milla humbly thanks the prosperous Bis'marek for his protection on the road before peeling off from the group and laboriously dragging her sledge towards one of the better smithies (clearly with better gear than she is selling) with a few guardsmen nearby. She patiently waits for the smith to notice her before offering her goods for sale.

She catches her breath from her labor and bows, "Noble sir, would you be interesting in buying these swords and things from me? I think they are in good shape and can make you a good deal."

Bluff (acting and whatnot) 1d20 + 12 ⇒ (19) + 12 = 31

1,951 to 2,000 of 2,573 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / WotW: A Knot of Thorns The Second Parchment All Messageboards

Want to post a reply? Sign in.