Ironperenti's Dread Forces

Game Master Ironperenti

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Map of Tattoo Island

Dread Forces Pics

Yacht:

Large ship
Squares 1 (10 ft. by 20 ft.)
DEFENSE
AC 9; Hardness 5
hp 120 (sails 40)
Base Save +2
OFFENSE
Maximum Speed 120 ft. (wind); Acceleration 60 ft.
CMB +1; CMD 11
Ramming Damage 2d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor) (when using wind or current)
Means of Propulsion 10 squares of sails (one mast)
Crew 2 minimum to sail
Decks 2
Cargo/Passengers 2 tons/up to 12 passengers (depending on size)

Cookie:

Cookie: Human Expert 3, NG medium humanoid, CR 1
Defense: AC 11 (+1 Dex); HPs 15 (3D8); FOR 1 REF 2 WIL 5
Offense: Speed 30'; Init +1; Dagger +2 (1d4)
Ability Scores: Str +0 Dex +1 Con 0 Int +1 Wis +2 Cha 0
Skills: Acrobatics +7, Climb +8, Know: Geography +7, Know: Local +7, Prof: Sailor +11,
Perception +8, Survival +8, Swim +8
Feats: Skill focus: Prof Sailor; athletic Language: Marolingian Common (Greek)


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DM / GM / The man behind the curtain

You meet with the Atlanteans and it sounds as if Alejandro is correct in his theory. There are people from up to three years back who found themselves in this strange world. Some have spent time in imperial prisons, others were found earlier by the Council of Lords and have been moved around constantly.

Agripos speaks with the attendant about the Ageless Seahawk and finds out Captain Christoff was in a hurry to leave. He got the money promised by Orin've and left soon afterward, something about paying a debt.

Sigrid asks about the group and finds there are no other full clerics but there are three adepts in the group. A possible starting point.

Most of the Atlanteans are tired and wish to return home so they can settle down and just get back to business. It is during this time that the attendant returns to notify the team they have been requested to join Bal'gorn in his offices tomorrow morning.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

A little disappointed that Captain Christoff had disappeared so quickly, Agripos settles in with the Atlanteans for a time, then finds a peaceful spot to pray to Athena for guidance and wisdom. Absent any surprises, he's ready to rest for the night and go to the meeting tomorrow morning.


DM / GM / The man behind the curtain

Distracted with Thanksgiving, will post this evening.


DM / GM / The man behind the curtain

The next morning, a clerk is sent to escort you to the meeting with Bal'Gorn. You are ushered into a room dominated by a large table covered with a map. Other smaller maps are along the walls. After exchanging pleasantries Bal'Gorn begins to outline the mission.

"Here is the situation. We had vague reports of some sort of biological weapon. Most of you have seen some of the organic weapons such as the venom cannons on board the ships. With the confirmed existence of the flying fortress we were concerned what kind of biological or organic weapon the empire might be creating. Now we have lost contact with one of our bases along the outer rim on the island of Talas. Their rock comm is not responding and the first set of scouts we sent in have not returned. Other information we gained has lead us to believe the empire may have tested their new weapon on Talas. I need you to recon the base we have there, search for clues of what happened, and see if anyone survived. Too much for your first run or do you think you can handle it?" He then waits for comments.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

"Seems clear enough." Alejandro says. "Can we take one of those rock comms with us? If we do run into trouble, we'll at least be able to give you some idea if what it is."


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

How many souls were at that base, should they be gone? Gheorix asks, And whom was commanding the scout party, and their number?


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Agripos looks at his companions and then nods, confident in their abilities. "We can definitely handle this. What ship do we get to take to the Outer Rim?"


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Hmm, alchemical supplies, both in terms of liquid fire and decontaminants would be of great use.

We have dark tales of such diseases used as weapons, the one thing that always helps is fire, fire and kind of keeping a distance. I have stocked up on healing equipment otherwise.


DM / GM / The man behind the curtain

"We will of course send you with a rock fairy. It has a range of about a hundred miles but the island is remote." With this he moves to the table and points at the map showing you first Horath. "We are here." then he points his baton at a small island in the west. "That is Talas, it is about as remote as you can get. Instead of sending regular supplies, we hired a ship that runs out of Tattoo Island to make deliveries. Back to your question. You will likely need to reach the slipstream and travel for an hour or two before your message can reach us. I will send a sloop to wait at the far west side of Thuringia to pick up your message as soon as you can get it sent. I will also have her make periodic forays to the west to close the distance on the chance of picking up your messages without you having to depart."

"The man leading the scouting party was Matruchus. He took six men with him. As for the fort. We had a garrison of 40 soldiers and about two dozen smiths and alchemists there. It was a research center for us."

"I'm so glad you asked about the ship. We have been working on a new small ship design and hope to make a larger version later on." He heads for the door and beckons you to follow. You walk down several halls and after walking down one incredibly long hall you come to a door that he opens and waves you in. The door opens onto a small hangar. There are small boats in various stages of development hung from the rafters or on pilings to be worked on. There is one, a sleek looking 30' vessel with a single mast that seems complete. "This is our prototype. We've had it out several times so we know it works. Unlike the large bladders we use on our ships of the line or the bulbous sides of the rigid boats the imperials use, this craft has a double walled hull with aer inside of it. It provides smooth sailing in the water should you need to touch down for any reason but at the same time it can fly like our other vessels and looks quite gorgeous doing it. I can provide a pilot if you need one. He is an older man, Cookie by name, but he has volunteered if he is needed."

"I will have Stewart, my attendant gather your supplies. Get with him and if we have it, we'll send it with you."

It sounds like 2 doses of anti-plague each, 1 healing kit each, and 2 doses of alchemists fire each?


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Pytheas has no immediate questions beyond what has already been asked and looks absolutely delighted at the craft. He was gradually becoming accustomed to the completely different form (and level) of technology here--not necessarily better than Atlantis' so much as like a different path entirely--and he looks like he wants to take the vessel out for a joyride. He almost looks disappointed that another pilot might be provided but recovers himself. "If Cookie has volunteered, then who are we to say no? We have a few who can share piloting duties, as I know I would like to learn how to fly her myself."

With the adepts in training to become full-fledged clerics, Pytheas knows that it will be quite some time before they have a more reliable network of spellcasters able to use more advanced magic like Sending, but it will at least be interesting to use the rock fairies.

"Hmm," Pytheas says. "Does the rock fairy have a name?"


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Alejandro nods as he looks over the ship. "A dedicated pilot will be useful, we won't need to worry about keeping the ship safe while we disembark to investigate."

"Do you do much sailing on the ocean down below? I do miss the feel of the sea, but it did look quite empty when I've had the chance to look down."


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

"That is quite a beautiful ship!" agrees Agripos as he sees it. He spends some time walking about the vessel, which looked more than serviceable for their purpose. "How fast does this thing go? Can it outrun other ships?"

He then considers what Bal'Gorn says about a new design. "If it's as different from your ships and Imperial ships as you say, then perhaps we could conceal that we are part of the Resistance? Are there traders or such who would normally be traveling to Talas? You mentioned that you previously hired a ship out of Tattoo Island to make deliveries--could we also be viewed as a cargo ship?"


DM / GM / The man behind the curtain

"I don't know if people name them, they are pretty stupid." Bal'Gorn says to Pytheas before addressing the others. "This little beauty is pretty fast. Because she does not have the sail area that some of the larger vessels do she does not hit the same top speed but she far outperforms the rigid boats and ship's boats. As to the trader running to Talas, I'm afraid we have heard nothing of it as well. I'm sure you could be viewed as a cargo ship but if something seized or destroyed the other there is no saying it wouldn't happen to you. I would approach with caution and in secret. I understand you come from a place where you spend much of your time on the seas. Our people mostly only drop to the water during times of storm and to fish. Since you are not used to thinking in three dimensions, keep in mind to approach the island from below." Bal'Gorn says providing a combined answer for both Alejandro and Agripos.


DM / GM / The man behind the curtain

For game purposes the yacht has a top speed of 120' but an exceptional acceleration of 60'. It may not have the sails to go as fast as a larger vessel but its lighter weight allows what sails it does have to move it quickly. Yacht stats in the campaign header.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

"Aha! If you folks are not used to looking to the water, then indeed it does seem like our best approach is to fly very low to the water and approach from below, as you suggest."


DM / GM / The man behind the curtain

You have a couple of days to wait for the equipment upgrades. Any special gear besides the healing items as designated by Sigrid?


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Alejandro will look into purchasing some masterwork lockpicks.


DM / GM / The man behind the curtain

It takes some asking around but you finally find someone selling the lockpicks and other tools you seek. The problem is that due to their small size they cannot be replicated with wooden options, particularly for the masterwork variety. This makes them quite expensive (300gold) should you decide to acquire them.


DM / GM / The man behind the curtain

Ready to take off?


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Ready!


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

With his enchanted sword, new armor and masterwork kit. Alejandro is ready to set off.


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Yeap, just gonna mildly alter my spell slots in anticipation.


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Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Red Five, standing by...


DM / GM / The man behind the curtain

You are provided a map of your destination, a map of the empire, a rock fairy, an ertu, and Cookie (a very experienced mariner). You plot your route and discover it will take you just over two weeks by slip stream (the slip stream multiplies a ship's speed by 10, you typically would get 48 miles per day). He also designates an island in north-west Burgundia as your rally point should the Council be gone from Horath when the team returns. This is also the site of the Atlantean resettlement of New Atlantis. The Council of Lords will not have forces stationed there but a ship will make periodic irregular checks to see if anyone is trying to make contact. The checking ship will be disguised as a fishing trawler but will have a talking rock attuned to a rock fairy on the Cloud Sprite, the ship awaiting you in Thuringia, and will fly a pink pennant.

Like many a sailor, Cookie turns out to be rather chatty. He talks about various voyages, seems to have an unlimited supply of tall tales, and plays the harmonica on occasion. Since you are in the slip stream, relatively little can intercept you there and so the trip is uneventful.

After two weeks...

Using a spyglass and a distant fly over the team gets a basic idea of the Talas fort layout. The surrounding area is rocky but the fort is well placed and a good 300' from any cliff or rock outcropping. The small river has vegetation growing alongside it but all significant foliage such as trees have been removed both up and down stream of the fort. Cookie brings the ship about after you have cleared the island and drops below the surface of Talas. "How do you want to proceed?" he asks.

Map updated

Cookie:

Cookie: Human Expert 3, NG medium humanoid, CR 1
Defense: AC 11 (+1 Dex); HPs 15 (3D8); FOR 1 REF 2 WIL 5
Offense: Speed 30'; Init +1; Dagger +2 (1d4)
Ability Scores: Str +0 Dex +1 Con 0 Int +1 Wis +2 Cha 0
Skills: Acrobatics +7, Climb +8, Know: Geography +7, Know: Local +7, Prof: Sailor +11,
Perception +8, Survival +8, Swim +8
Feats: Skill focus: Prof Sailor; athletic Language: Marolingian Common (Greek)


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

"Wait, so they're already making a New Atlantis? I guess that's a good thing since there are hundreds of us." Agripos finds out what he can about this New Atlantis before his departure. Not sure if there's anything to add from what's already been said, but it's something Agripos would want to do.

On the ship, Agripos spends more time learning from Cookie how to sail, while practicing combat with his new lacquered weaponry, offering to spar with others if they're interested. He also confers with the magic users among the group about studying why this world, unlike their own, is so lacking in magic. He further asks Cookie if the people of this world worship gods at all, although that would only explain an absence of divine magic, not arcane.

* * *

As they finally approach Talas, Agripos discusses their options. "Not sure how to sneak onto that base with all the shrubs cleared. I say we take the ship in fast, drop ourselves into the base from above, and then have Cookie hide again. If nobody detects us, maybe Cookie can check on us every few hours."


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

We ride in like the valkyries, but a bit more stealthy? Hmm, the ship is too large I believe to be hideable in a fog cloud. Let us certainly setup a way of calling in cookie immidiatly, A light spell can be used as a flare, coupled with a crossbow.
I forsee some risks trying to rail down, I am not the most dextrous unfortunately.

Do we know if they have properly warded the entry via the water, I can air bubble myself and 2 others for 3 minutes, if another of us has the capability to cast it that would be an alternative point of entry, possibly. Sigrid proposes.

we are on this ship for a week, giving me time for auguries, once we have established our options.
She finishes.


DM / GM / The man behind the curtain

As you surely asked about the approach by water before you left, Bal'Gorn is quite positive they added iron grates to the waterways to keep out unwanted local fauna.

It is merely the area they have looked at for New Atlantis. Many of the Atlanteans have been asking for a chance to just be left in one spot so they could start over. It is a small island with an enclave of gnomes on the southern side. As the gnomes moved in without asking the Count of the region for permission, title to the whole island is being given to the Atlanteans who can deal with the gnomes in whatever legal manner they deem fit. However, it is likely the gnomes would submit easily to someone else's rule. They are not know for seeking out political power.

They do have gods, speaking with Cookie he talks about their gods and Agripos finds them very similar to the Greek gods but with slightly different names and in some cases different or combined portfolios such as Zentares, the father of the gods and patron of warfare.

There were not very many guards visible but each tower did have two atop it along with some roaming about. (Map updated with the guards you saw)

Knowledge Geography or Profession Soldier DC15:

The approach from the west seems to be the best to do on foot. The placement of the towers would make it difficult for guards to see you coming from that direction. It looks like the closest you could get the yacht is about a half mile.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

What are those things over on the left?

There don't seem to be too many guards on the walls. If we can get to the walls without being spotted, we should be able to climb up when there's none nearby.

The river might be a way to get close without being spotted, even if they've added grates."


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

K. Geography: 1d20 + 4 ⇒ (18) + 4 = 22.

Continuing to assess the situation, Agripos points out a few things. "If we want to keep the yacht from being seen, the closest we could get is about half a mile. Seems like we might have a chance to approach from the west without being spotted because of how the towers are placed?"


DM / GM / The man behind the curtain

The far west side of the base is a landing pad with a tower to tie off to and there are currently 4 giant gulls tied off there. (I could only find owls in a resting position)


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

"There's those giant birds there, but they should be be easier to handle without riders. Plus, if we can stop them from flying, it'll reduce the chance of pursuit when we have to leave."


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

"Hmm....". Agripos nods, and thinks over the situation for a moment. "Will they even fight us if we cut the birds loose? Could be better for us if they just fly away or, better yet, if they'll let us ride them."


DM / GM / The man behind the curtain

Are you guys waiting on me? You seem to be discussing so I have not pressed forward.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

I was wondering if anyone else had a suggestion.

"Depends how well they're trained, though I don't fancy trying to ride them." Alejandro replies. "If they're too well trained they might raise an alarm - but I guess we'll find out when that happens. We can also try sabotaging the saddles and the like."

"It sounds like from the west is best, I guess we'll have to try to blend in with the landscape as best we can if we spot any patrols."


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Seems like we're ready. Sigrid had a suggestion about a signaling mechanism that I'm trying to implement below.

Agripos nods. "West it is. Cookie--keep an eye out on the fort with your spyglass. If we're ready for you to come--either to land or to get us out in a hurry--we'll fire a fiery arrow or something similar into the sky."


DM / GM / The man behind the curtain

"Aye Captain," Cookie says in response to Agripos. Cookie works the ship in just over a half mile away on the west side of the fort and settles her in behind a low pair of hills. Everyone offloads except Cookie and you begin the move toward the fort. Although trees and brush have been removed there is plenty of micro-terrain to help mask a careful person moving from your landing spot and the fort.

Stealth roll please, DC 12 if you are wondering. No taking 10.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Stealth: 1d20 + 11 ⇒ (9) + 11 = 20

Alejandro keeps low and wary, picking his way from point to point while keeping a keen eye on the fort.


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Not trusting her stealth skills one bit, Sigrid stays behind waiting until Alejandro conducts his initial stealth foray.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix waits with Sigrid, nervously waiting for Alejandro to return with word of what's there, trying to to make too much noise in his cumbersome armor. He looks over to the Germanic priestess, and grins, rolling his eyes at the stealth needed on this particular assignment.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Agripos watches as Alejandro sneaks ahead. "We have to go eventually, right? We may need to just charge once the stealth team is ready, because I don't think we can all move forward undetected."

+1 stealth modifier here, I imagine some of us have negative with heavy armor.


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

I do, -2ish so not too terrible, and I could plausible bit of luckmyself for it, but I dont want to instantly nullify Alejandros stealth for no reason.


DM / GM / The man behind the curtain

Alejandro gets up to the wall, well out of sight of the guard towers. The wall is 20' high but is weather worn and climbable. (DC 20 climb check)


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Climb: 1d20 + 9 ⇒ (5) + 9 = 14
Climb: 1d20 + 9 ⇒ (14) + 9 = 23

His first attempt at scaling the wall is unsuccessful. After a tense minute or two, while he waits for any sign that he's been noticed, his second attempt is more successful.


DM / GM / The man behind the curtain

Alejandro comes up over the edge staying low. He can see a pair of guards walking the wall about sixty yards away. Below him are four giant birds tethered to ground hooks with hoods on.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Alejandro looks around for somewhere to hide on the walkway while the guards walk past - failing that he'll go back down the wall and wait at the bottom.

He'll keep watch on where the guards are - when they are walking away, he'll signal the group to come forwards, when they are approaching, he'll signal everyone to stop and keep still.


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Sigrid nods and
stealth: 1d20 - 2 ⇒ (16) - 2 = 14
moves up, relatively stealthily, aided by Alejandros directions.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Agripos will try to move forward with Alejandro's guidance.
Stealth: 1d20 + 1 ⇒ (19) + 1 = 20
And miraculously manages to stay hidden also.

Lucky so far, but someone's eventually going to need a circumstance bonus from Alejandro's signaling to make their check.


DM / GM / The man behind the curtain

There is no immediate spot to hide so back over the side Alejandro goes hanging by his fingers as the guards pass. They are not overly alert as they stroll past him. Once they have moved down his portion of the wall and turned east he waves the others in. It takes a bit, half a mile is a thing to stealth. As a matter of fact Alejandro has to wave the team to go into hiding as the guards complete another circuit. No one is noticed and makes it safely to the wall.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix sighs heavily to himself, offering a silent prayer to his gods, and slowly begins creeping forward, heavy metal armor weighing down the warrior...

Remove the shield and put it on back

Stealth: 1d20 - 2 ⇒ (14) - 2 = 12

WOWO! Made it!


DM / GM / The man behind the curtain

Everyone makes it up to the wall. By your best guess it took the guards a minute and a half to two minutes to walk around the wall's perimeter.

Is everyone climbing up?

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Community / Forums / Online Campaigns / Play-by-Post / Ironperenti's Dread Forces: A Land Destroyed All Messageboards

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