Hello all, As I am sure you have noticed the posting rate of this game has slacked off. I take a lot of the blame here as I have had to deal with RL issues, but I find my enthusiasm also waning here. So it is with a heavy heart I announce I am going to end this campaign. I know you guys are still enjoying this game and I do feel badly I cannot give you the experience for your PCs that you deserve. On a brighter note I would like to start another campaign, but it probably won't be PF1e or 2e. I am looking at the DCC (Dungeon Crawl Classics) setting and I really want to run one of those OSR rulesets. So again, I thanks you all for participating in this game, and feel free to recruit a replacement DM :) So have fun gaming and I will see you around the boards. Thanks all,
PS Mightypion: I am sending you a PM.
DM Rolls:
1d20 + 10 ⇒ (17) + 10 = 27 . 1d20 + 4 ⇒ (8) + 4 = 12 1d20 + 2 ⇒ (15) + 2 = 17 Carefully maneuvering the cart into the courtyard, Amala stealthily makes her way to the gap and begins to make her way to the stairway which leads to the darkened gatehouse, but before she reaches it a loud booming sound behind you catches your attention as the doors leading into the fort suddenly slam shut with a solid *THUD*! Actions? Also feel free to give me Perception checks.
Deciding boldness is the best option here you maneuver the cart towards the opening to Fort Escanzo. Although the fort’s walls have largely kept their shape, the structures within have fared far worse. The rubble of two collapsed towers spills into the courtyard, as do the moldy heaps of smaller wooden structures. Rickety stairs rise to a partially collapsed wooden walkway to the north and east that follows the remaining ramparts and leads to the door of the mostly intact gatehouse. As of now no one seems to have reacted to your arrival. MAP. Actions?
After a well-restful night out here in the woods you all proceed to where the Fort is located. As you carefully approach Fort Estazano, you see it hunkers atop a small, flat hill, with only the open wooden gates and a few narrow windows suggest that the heap of rocks ahead was once something more. A small gatehouse to one side still stands intact, though it seems in danger of collapse beneath the light covering of moss on its stones. Actions? Are you going to scout ahead here or take the cart up to the wooden gate? Or do something else here? Once you have posted your actions I'll get a map up for you.
Quickly deciding to follow a solid lead here to track down the rebels here, you waste no time here. With the help of Fellzir - who seems to be a natural at disguising himself - you all cloth yourselves and bundle onto the cart and are soon on your way! After stopping by the Ash House to inform Razelago of your intentions -which elicits a nod of approval from the devilkin - and to stock up on supplies, you head off to where the Fort is located. The journey takes longer than you anticipated here and soon you feel the need to rest... From what I understand here you left that same evening and traveled all night long so by now you are battling Fatigue here. Fortunately you should reach the Fort later this morning. Let me know if you wish to rest here or press on. If pressing on then for each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. It will take appx. 4 more hours to reach the Fort.
Okay so from what I understand your plan is here is to impersonate the rebels here, load up the cart and take it to where the rebels are hiding out ie. Fort Estazano correct?
Cimri nods slowly in reply to the group's suggestion, "That may work...although I'll bet the rebels have some way to screen out the bad apples. Still," she runs her hand through her hair, "Fort Estazano used to be a staging post for Chelish bandit-hunters launching forays into the Whisperwood, but not anymore. Now it is the setting of numerous ghost stories, a campsite for far-traveling wanderers, and a base for brigands and adventurers. Seems like a good place to start."
It does not take long for Amala's crazed mannerisms to break the young woman's spirits here. "Look we were supposed to take the bundles
Not yet Amala.
Botting Fellzir here. The cleric realizes the action has moved out of the Armory so he moves to join the others here. While Aurelius and Amala move to support Guillaume here, the tiefling has no problems here as he slashes a gaping wound in the woman's thigh! Seeing the others move to surround her and cut off her escape she slowly throws down her weapon, "I yield here you...lackeys!" COMBAT OVER!
While Fellzir begins the slow process of reloading the ballista (it will take you 3 rounds to reload the ballista) Amala loses sight of the intruder, but Aurelius spots him and takes advantage... Will save: 1d20 + 1 ⇒ (14) + 1 = 15 ...who manages to shake off the magical compulsion! Seeing he is clearly outnumbered he quickly moves to escape! Amala sees the man dash behind her and around the side of the building, whilst the lady, upon noticing Guillaume standing at the entrance, moves quickly away from him! Round 3 Amala 21/21 hp
Cimri ?/? hp
(Male) ?? ?/? hp
Current Effects: Dim Light in the area. Everyone is up! I placed both intruders about where they are on the map.
Amala's fury does not improve her ain as her shot is wide, while Aurelius and Guillaume hurry to assist! Cimri mutters a vile curse as she dashs off after the woman! As the sounds of the fleeing parties retreat you note it has become eerily quiet... Round 2 Amala 21/21 hp
Cimri ?/? hp
(Male) ?? ?/? hp
Current Effects: Dim Light in the area. Everyone is up! Currently you do not see the other man, but you can make Perception checks to locate him.
Fellzir reacts swiftly here, swinging the ballista around and loosing a bolt at one of the intruders. The priest's luck turns bad as he loses sight of her silhouette as the bolt flies past her shoulder, eliciting a cry of surprise! Ballista damage: 2d8 ⇒ (5, 6) = 11
She cries out, "Let's get out of here!" as she quickly exits the Armory! Round 1 Amala 21/21 hp
Cimri ?/? hp
(Male) ?? ?/? hp
Current Effects: Dim Light in the area. Everyone else is up!
Initiative:
Amala: 1d20 + 4 ⇒ (1) + 4 = 5 Aurelius: 1d20 + 0 ⇒ (7) + 0 = 7 Fellzir: 1d20 + 2 ⇒ (19) + 2 = 21 Guillaume: 1d20 + 2 ⇒ (3) + 2 = 5 --- Cimri: 1d20 + 3 ⇒ (6) + 3 = 9 === m:1d20 + 3 ⇒ (19) + 3 = 22 f:1d20 + 3 ⇒ (16) + 3 = 19 The door opens wider and by the light of the evening sun you catch a pair of individuals slink inside the Armory before one hisses, "Someone's here! No one was supposed to meet us here...hide!"" One of them manages to duck out of sight but Fellzir is faster than the other...female by the sound of it. Round 1 Amala 21/21 hp
Cimri ?/? hp
(Male) ?? ?/? hp
Current Effects: Dim Light in the area. Fellzir is up! Currently he can see only the female at the door.
DM Rolls:
1d20 + 8 ⇒ (11) + 8 = 19 1d20 + 8 ⇒ (16) + 8 = 24 1d20 + 6 ⇒ (4) + 6 = 10 1d20 + 6 ⇒ (14) + 6 = 20 As dusk approaches you all take positions in guarding the two entrances to the Armory in preparation of your ambush...which does not take long. A faint creaking noise from outside the armory approaches before stopping. A few moments later Amala and Fellzir see the side door of the Armory begin to swing open... Amala and Fellzir please give me Stealth rolls here (unless you wish to announce your presence).
After securing both of your prisoners back at the Jail you leave a message for the guards to tell you should your wayward wizard companion show his face again. It is getting close to evening as you all return to the Armory and prepare for the arrival of the former deputy, apparently there to gather weapons for the growing rebellion. OKay I need you to place yourselves on the map and also any other preparations you wish to make. Once you have done so then I will get the ball rolling.
Bo shakes her head , "I know not where Jask lives now! Ever since you...chased the proper Sheriff out of town he has made himself scarce." Cimri comes up behind you and motions you away from the pair of prisoners. "Sorry I was away for a moment. Looks like that old man couldn't handle the strain, or something. He, and that annoying bird of his, took off. Mebbe he will show up again at the Jail...mebbe not." She shrugs. "Anyway, looks like Gramels mentioned a pickup here later. Betcha Jask will be along then."
Bo Gramels stares at Aurelius and shivers involuntarily at his words. The looming presence of Guillaume does not hurt his cause. She tiredly replies,"Jask Coalimber — the former sheriff’s deputy — approached us and proposed to use the armory’s stores to arm the townsfolk. The hope was that no one would think anything of ust going into the armory Other, more able-bodied, people are scheduled to arrive at dusk to actually transport and distribute the weapons."
Ganging up on the man here you manage to drop Dent to the floor, as the lifeblood slowly ebbs from his body! His wife Bo stands bravely over his bleeding body! "You shall not have him you foul servants of Hell!" You are a tad surprised as Cimri launches a glancing blow against her temple! As Bo stumbles forward she hisses in a threatening tone, "Give it up now Bo! Lest you join yer husband on th' ground..." Sap, Flank: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23; Non lethal damage: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5 Seeing her escape cut off here Bo slowly lowers her blade and drops it on the floor, where it clatters noisily in the eerily quiet Armory. COMBAT OVER! Status:
Dent Grambel: Dying
Amala's shot finds its mark, but no one else is able to follow up their attacks. The Gamels move to attack again, Dent steps off the platform to strike at Fellzir, whilst Bo moves to engage Amala! Dent short sword vs Fellzir: 1d20 + 3 ⇒ (17) + 3 = 20; damage: 1d6 ⇒ 5
Fellzir feels the blade cut into his thigh! Round 3 Amala 8/21 hp (Shaken)
Cimri ?/? hp
Bo Gramel ?/? hp
Current Effects: Everyone is up!
The rest of you quickly move to engage the elderly couple here, except for the old wizard who fumbles his shot badly. The elderly couple, seeing their position being overrun here, quickly switch tactics...they both fall back and draw their swords whilst flanking the priest who had moved to cut off their retreat! Dent short sword, flank: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fellzir manages to avoid their blows with ease! Round 2 Amala 8/21 hp (Shaken)
Cimri ?/? hp
The Gamels ?/? hp Current Effects: Everyone is up!
Octavonuis holds of on advancing into the Armory here (Delay) while Amala's shot just misses her target! The Gamels return fire here, as one of them looses the ballista bolt at her, followed by another bolt which emits a piercing shriek as it whizzes at her! Ballista bolt: 1d20 + 5 ⇒ (12) + 5 = 17; damage: 2d8 ⇒ (4, 8) = 12
Both bolts strike Amala here, the heavy ballista bolt more than compensating for the grazing shot from the crossbow! Amala takes 13 points of damage and must make a successful DC 14 Will save or become shaken for 1 round. Round 1 Amala 8/21 hp
Cimri ?/? hp
The Gamels ?/? hp Current Effects: Everyone else is up!
Amala pulls the door open and steps inside. As her vision adjusts to the dim interior she sees a red ballista crouching atop a wooden platform, the siege weapon, currently manned by two people, aimed down the hall...pointing at her! Initiative:
Amala: 1d20 + 4 ⇒ (18) + 4 = 22 Aurelius: 1d20 + 0 ⇒ (2) + 0 = 2 Fellzir: 1d20 + 2 ⇒ (7) + 2 = 9 Guillaume: 1d20 + 2 ⇒ (3) + 2 = 5 Octavonius: 1d20 + 3 ⇒ (11) + 3 = 14 --- Cimri: 1d20 + 3 ⇒ (16) + 3 = 19 === B:1d20 + 2 ⇒ (3) + 2 = 5 Readied to 11. D:1d20 + 2 ⇒ (9) + 2 = 11 Round 1 Amala 21/21 hp
Cimri ?/? hp
The Gamels ?/? hp (readied actions) Current Effects: Amala and Octavonius are up!
Sorry Objects cannot be critted. It take several well placed blows from the massive pole arm wielded by the tiefling, but eventually the lock does shatter into a useless hunk of mangled iron! Once the echoes of the blows fade you can see the door is no longer secured and the Armory awaits... Actions?
The horses whinny nervously as Fellzir approaches but the cleric can approach the horses without issue, however he finds nothing unusual here. There are no saddlebags affixed to the saddles which suggests the riders did not come from outside the town. Aurelius sees the building is windowless so apparently the main and side entrances are indeed the only way to enter the armory. A quick check shows the front doors are closed, locked, and barred on the inside. The side door is also locked and barred, but the padlock is located on the outside here.
Determined to figure out what the old couple is up to you all hurry towards the Armory which is located on the far side of town. As you arrive at the building you can tell with its narrow windows and sturdy timbers this squat, graceless building looks like it was constructed to withstand a siege. Over the short stairway climbing to its double doors hangs a sign that reads, “Armory.” A quick circle of the building does reveal a side entrance in the northeast corner of the building. Also you do see two saddled horses tied up nearby, but no sign of either Bo or Dent Gramel. Actions?
Once the remaining guards have cleared out the remaining townsfolk Amala is able to finish the grisly task of the execution, and soon Bolgart Caggan joins Riley Kels in death. The next several days pass uneventfully, although all of you realize the execution (and the violent response to the rioters) has indeed worsened your reputation among the townsfolk. While you don't feel physically threatened yet you know it is only a matter of time...clearly you need to track down the source of this rebellion, meaning the Angel Knight else the unthinkable may happen... Early one morning the following week as you all gather at the Jail Cimri approaches you all with a concerned look in her eye, "I just heard that Bo and Dent Gramel, that old couple who were the honorary keepers of Longacre’s Castle Gate, were seen sneaking into the Longacre Armory." She shakes her head here, "Never heard of them trying something like that before. What do you make of this?" Knowledge Local or Sense Motive DC 15: This is indeed out of character for the old couple. Perhaps checking the Longacre Armory would be a wise decision...
The party moves to cut off the escape of the Angel Knight, with Amala's arrow knocking her stride off. As she stumbles further away Aurelius catches up frrom behind and cleaves her in twain! As the Angel Knight falls to the ground, clearly past the point of saving, you all see the form of her body shimmer briefly, before the form of a young handsome male appears instead. You have no problem recognizing the corpse here as the (now ex-)entertainer, Riley Kels! COMBAT OVER!
Aurelius and Guillaume move to surround the Angel Knight and manage to put the mount down! The Angel Knight give you a look of sheer surprise (mixed with terror) as she is struck by a pair of missiles and leaps off the mount to flee the scene! Everyone can give me a Perception check here. Round 4 Amala 21/21 hp
Cimri ?/? hp
Angel Knight -9/? hp Current Effects: Angel Knight Demoralized. Bless (+1 morale bonus to hit and fear saves). Everyone is up!
Amala's bolt strikes true here causing the Angel Knight to cry out in surprise, while Guillaume cuts down another rioter. Octavonius misses badly but the mysterious priest wounds a third rioter. Cimri moves further away from the melee in the courtyard before vanishing from sight. The two remaining rioters, seeing the tieflings wounds close here, decide to retreat here forthwith, causing the Angel Knight's cries of encouragement to stop here. She tried to control her skittish mount which clearly is unused to the chaos of combat here! Round 3 Amala 21/21 hp
Cimri ?/? hp
Angel Knight -4/? hp Current Effects: Angel Knight Demoralized. Bless (+1 morale bonus to hit and fear saves). Everyone is up!
Amala readies to take her vengeance on the Angel Knight. The three remaining rioters gape at the sight of their fallen comrade before one yells "Let's get'im!" as they move to surround Guillaume, bolstered by the Angel's Knights exhortations! Club 1: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23; damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Crit?: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21; damage: 1d6 + 1 ⇒ (6) + 1 = 7 Yes.
Two of the clubs strike the tiefling hard, one of the blows connecting on the side of his face, leaving Guillaume severely bloodied! Guillaume takes 17 points of damage. Round 2 Amala 21/21 hp
Cimri ?/? hp
Angel Knight ?/? hp Current Effects: Angel Knight Demoralized. Bless (+1 morale bonus to hit and fear saves). Everyone is up!
Aurelius exhorts the (dark) virtues of his beliefs at the Angel Knight who seems genuinely affected by his words, while both Fellzir and Octavonius employ their magicks, one to proect himself and the other to bolster his allies. Cimri takes this moment to dash off here, weaving her way through the milling crowd, but the chaos does not bother Guillaume in the slightest as he cuts down the closest rioter to the stage! He collapses in a heap, blood pouring from his gaping wound! Amala finds the presence of the rioters has caused the two guardsmen to loosen their hold on Caggan here, preventing the opportunity of a clean blow... Amala: No CdG action allowed here but you can take a normal attack against Caggan, if you wish. Round 1 Amala 21/21 hp
Cimri ?/? hp
Angel Knight ?/? hp Current Effects: Angel Knight Demoralized. Waiting on Amala's action here.
The crowd murmers in uncertainly at Aureluis's words clearly wondering at the veracity of his words. While some are indeed willing to give the popular barowner the benefit of the doubt some aree not so sure... Once you are ready to proceed here Amala and Guillaume lead Caggan (who is securely bound, gagged and blindfolded for good measure) to the stage, Before they can proceed a horse charges into the square, carrying a figure in shining plate armor. Feathered wings rise from the back of her armor, and her helmet is a silver mask sculpted with feminine features. She tugs violently on the reins, causing her steed to rear. “People of Longacre!” the knight shouts over the sounds of the confused crowd. “Will you let another of your neighbors be murdered by tyrants? The goddess Iomedae and the knights of the Glorious Reclamation are with you! Rise up! Save your friends, your town, and yourselves!” The scene quickly devolves into chaos! Amid thrown fruit and the cheers of the crowd, your honed senses see four incensed rioters moving quickly towards the scaffolding to face you! Initiative:
Amala: 1d20 + 4 ⇒ (17) + 4 = 21 Aurelius: 1d20 + 0 ⇒ (20) + 0 = 20 Fellzir: 1d20 + 2 ⇒ (6) + 2 = 8 Guillaume: 1d20 + 2 ⇒ (14) + 2 = 16 Octavonius: 1d20 + 3 ⇒ (4) + 3 = 7 --- Cimri: 1d20 + 3 ⇒ (19) + 3 = 22 === 1d20 + 2 ⇒ (4) + 2 = 6 1d20 + 2 ⇒ (10) + 2 = 12 Round 1 Amala 21/21 hp
Cimri ?/? hp
Rioter 1 ?/? hp
Angel Knight ?/? hp Current Effects: NONE Everyone is up!
THE NEXT DAY The day passes quickly as the Archbaron's men proceed to erect a simple wooden platform—appropriate for hangings and beheadings—adjacent to the town post in the Church Square. As the time of the execcution draws near you see a crowd of dozens of curious onlookers gathered to watch the execution.. Among these are some patrons and employees of The Last Stand. The realization that Caggan is to be the one executed draws yells and jeers from them...along with many thrown rotten friuts and vegetables towards the platform. Still there is not a mass response as of yet... Actions?
"Very well," Razelago interrupts you, "I will make the necessary arrangements to have the Archbaron's men prepare a simple wooden platform — appropriate for hangings and beheadings — adjacent to the town post. This should take no longer than 24 hours. Once the platform is completed then the Archbaron expects no delay to the proceedings. In the meantime feel free to take whatever preparations you need before the beheading. I expect Caggan's execution to go smoothly, understand?" Feel free to do whatever you wish here prior to the execution. Once you are ready then I will post the execution scene.
Cimri grins in delight, "Miss Zorex, that sounds absolutely divine! I would pay good coin to see if you need but one swing" she giggles evilly, "BUT I think one of those pesky twins deserves the honor don't you? It would certainly put a craw up Allamar's ass seeing as how she is behind this rebellion!"
OK I think I see what you are doing here...in the interest of moving this along I am handwaving the torture/degrading of your two prisoners here. THE NEXT DAY The remainder of the day passes quickly as you all manage to enjoy the pleasures of dealing with your prisoners. As the next day dawns you are greeted by the most unwelcome sight of Sword Knight Allamar sitting in the front lobby of the Jail, a plate of cooked food in front of her, ass she is berating one of the town guards for not allowing here to visit her sons. While this is indeed nice to see your guards are indeed enforcing your will here, you are deprived of dealing with Allamar by the sudden presence of a whispering wind spell, which soon announces you are hereby summoned to see Razelago at his Ash House office...IMMEDIATELY. Hurriyng off to the Ash House you see as it no longer needs to disguise itself, Razelago has removed the folding screens, but the krenshar Gaurig continues to serve as his bodyguard, standing ready to defend its master. As you finish gathering here Razelago waits patiently and once ready it begins in a slow, shrill voice, "I have called you here because the Archbaron is...concerned. Every day more of Longacre’s citizens turn to the rebel cause—not because they’re afraid, but because they haven’t been given enough reason to fear. To that end, Lord Fex wants you to make an example of someone. Take a known rebel, drag him into the town square, pronounce his crimes, and publicly execute him. The archbaron’s men will erect a scaffold or any other simple structure you require. Do this, and show the people the price of treason.” The devil then pauses here, awaiting your response. |