Bastion PBP


Play-by-Post

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M Caliban Barbarian 8

Gunthor finishes his drink, stands up, loosens his great sword and is ready to go.


Male Elf Cleric 2 (Corellon Lorethian)

Damandor stands and prepares to leave.

He says to the group, "Who among us knows the best way to our destination, I having spent most of my time in the shrine to Corellon know not many places in this city, although I have a vague idea of where the docks and the warehouse are."

"I also agree with Eland that we ought to stay together until we reach the Race, and then split up once we get there."

"Or, could we contrive some reason for being in the race. Such as going to assist our fellow citizens living within the Race."


Male Human Enchanter 1

"That is not a bad idea, though looking disappointed is not one of my better looks." Eland makes his way to the door and holds the skin open for the others to exit.

He will take a good look around the taproom as they head for the street. Wrapping himself securely in his cloak before braving the cold rain again.


Male Dwarf Druid lv:2
Anyssa the Clumsy wrote:
People call me Anyssa the Clumsy.

[in dwarven]"Your not as clumsy as you people to think are ye girl? I am Flint. Few know more 'bout plants than I. May I join you on your way to the docks? A clumsy girl does tend to need a bodyguard. If you wish to keep up your charade that is..."[/in dwarven]If she appear to understand Flint shall repeat what he said in common.

[common]"Your plan is good I shall leave in a huff, few would get in an angry dwarf's way."[/common]


female human Fighter 2
Flint Earthbrother wrote:
Anyssa the Clumsy wrote:
People call me Anyssa the Clumsy.

[in dwarven]"Your not as clumsy as you people to think are ye girl? I am Flint. Few know more 'bout plants than I. May I join you on your way to the docks? A clumsy girl does tend to need a bodyguard. If you wish to keep up your charade that is..."[/in dwarven]If she appear to understand Flint shall repeat what he said in common.

[common]"Your plan is good I shall leave in a huff, few would get in an angry dwarf's way."[/common]

[replies in dwarven] "Let's just say that people don't usually retaliate against your family because you're accident prone. I am pleased to make your acquaintance, Flint, and would be glad of your company."[/dwarven]

"Let's be off then."


Male Elf Cleric 2 (Corellon Lorethian)

For Damandor looking dejected is not difficult, all he has to do is think about how many of his fellow citizens need aid, and how little he normally has to offer, until now he hopes.


Male Halfling Rogue/Sorcerer/Arcane Trickster
Damandor Yolanux wrote:
, "Who among us knows the best way to our destination?"

"I should be able to get us there reasonably unnoticed. I'll meet the rest of you outside."

*Puts on cloak, leaves*


As the meeting draws to a close, you proceed back through the main tavern. The evening entertainment is in full swing and the crowd are loudly singing and clapping along to the bard’s latest performance. Most of the regulars ignore you as you pass through the room towards the door. Several other patrons are beginning to make their way home. In general, people travel in small groups after dark, so you are easily able to blend into the crowd, heading towards the Race in pairs. Grunthor and Garret lead the way, followed by Flint and Anyssa. Bringing up the rear are Ivan, Damandor and Eland, the three groups easily able to keep each other in sight.

You stay as close as possible to the walls of nearby buildings, taking what shelter you can from the relentless rain as you move through the twisting, muddy streets. Eventually, you reach the main road cutting through the city. Paved and well maintained, it divides the slums from the more civilised wards of Bastion and is kept lit by lanterns every hundred feet or so. As the night wears on, the traffic is dying down and you can soon find a quiet moment to hurry over the road and enter the Race, disappearing down a shadowy side street as you press on towards the docks.

The contrast between the slums and the Race is striking. Most buildings here are built from stone or brick, although many have wooden second and third stories. The main roads in the district are paved, although you stick to the darker, less travelled side streets and alleys. It is an hour or so before midnight when you finally make your way down to a quiet and deserted section of the docks.


The rain continues down as you approach the pier Antius described to you. The muddy ground giving way to wooden boards, laid down to make loading and unloading of ships easier. The wood is slippery in places, with large puddles forming where the worn, old planks have buckled slightly.

This part of the wharf is deserted, what buildings there are are boarded up or shuttered, mainly warehouses you would guess from outside appearances, with the exception of the small customs house close to the docks. The night is dark and the rain reduces visibility even more. You can make out the shapes of several small boats tied up at the wharf, probably fishing boats or means of reaching the larger ships at anchor in the bay. There is also one larger ship tied up here which is apparently locked up and deserted.

Here is the map. You are entering from the alley ending at F13. The boat at QRS1-5 is a large, seagoing vessel including a covered belowdecks section, the others are smaller, open boats. All seem quiet and deserted. The building at QR8-9 is a customs house, it’s roof is around ten foot off the ground. The rest of the buildings appear to be warehouses with twenty foot walls, the rooves peaking at around twenty five feet.


I'd suggest that any artists who may be present should suppress any aesthetic sensibilities before following that link.


Male Human Monk 1

Enough. Let us go. Who with who?


M Caliban Barbarian 8

Did we notice anyone following us? I roll a 19+3=22. And do we see anyone else here? This time I roll a 7+3=10.


Male Human Enchanter 1

Eland readies his crossbow and trys to find some protection from the wind and rain as he watches for the skiff to arrive at the docks. Wishing that his destiny required him to be someplace warm and dry at the moment.


Male Elf Cleric 2 (Corellon Lorethian)

Damandor readies his crossbow and tries to keep it out of the rain by concealing in under his cloak the best he can. Since he was in the last group he will visually search the alley behind them for anything of interest. Perception (sight) - 14+4=18

If he sees something of interest in the alley, he will investigate, else he will then act as lookout, watching behind the group. Perception (sight) - 12+4=16, Perception (listen) - 14+4=18


Male Human Monk 1

Ivan stands in the open with his arms folded. Offering himself as a target/distraction potential enemies so that their attention is off of his allies. He does what he can to keep his eyes and ears peeled through the rain.

Spot:19


Male Halfling Rogue/Sorcerer/Arcane Trickster

"I'll go unlock the padlock. If you can sneak, follow me. If you can't, whistle if you see anything."

Stealth, Perception: 1d20+8+4(size)=20, 1d20-1=10


M Caliban Barbarian 8

The padlock is on the warehouse on Gutterspill street. How far away are we? You may want to wait.


female human Fighter 2

Anyssa watches quietly, occasionally glaring at her overly loud companions.

Perception: (10+0)= 10


Male Dwarf Druid lv:2

Flint is enjoying the wind and rain so much he's going to know if something disturbs nature's music.
Perception:18=10+8.


You spread out around the docks, settling in to wait for the arrival of the skiff. Those who prefer can find partial shelter from the freezing rain under the eaves of the surrounding buildings. Visibility is poor, but you’re confident you haven’t been followed.

Nobody else ventures onto the wharf and the time passes uneventfully until, after an hour or so, the city’s central belltower tolls midnight. Shortly after that, you see a skiff glide silently up to the wharf. There are five shadowy figures on board, all but one of them wearing thick, hooded cloaks. The other is a confident looking red-headed woman who leaps nimbly onto the docks, followed shortly thereafter by another of the new arrivals.

As the two move forward, the red-haired woman acknowledges you with a curt nod. Clearly the spokesperson of the group, the other figure stands a short distance behind her, whilst another two of her henchmen begin unloading a large, heavy looking package. The fifth figure remains standing at the rear of the skiff, hands on the oar as he watches the dock silently.

“The package?” asks the redhead woman without preamble, her eyes scanning your faces. “We have the cargo.”


Male Human Enchanter 1

"My friend here has the package," indicating Ivan, "This is quite thrilling, clandestine meetings in the dead of night, a provacative red-haired woman, I could get used to this kind of work." Eland prepares his sleep spell in case things go bad.


M Caliban Barbarian 8

Grunthor walks up and takes a look at the crate and if it looks whole and undamaged will nod to Ivan. Rolls a 17+2=19 for his perception check.


Male Elf Cleric 2 (Corellon Lorethian)

Damandor watches the new arrivals carefully, ready to fire his crossbow if it looks like they are about to do anything foolish. He is also curious in the fact that the object that they have come for is much larger then he expected.

Perception (sight) 19 = 15+2+2 to see if anyone of the newcomers are making any moves to attack our party.


Male Human Monk 1

Ivan lowers the package to the ground and steps forward to the crate sizing up how heavy it would be. would I have any idea based on previous training.


Male Dwarf Druid lv:2

Flint just stares at them intently, hand on his warhammer should it be needed.


The smugglers make no comment as Ivan and Grunthor size up the crate which has been delivered. It looks unopened and in good condition as far as they can tell, from the way the two smugglers on the dock were maneuvering it, it looks very heavy – certainly a job for two people.

Eland wrote:
"This is quite thrilling, clandestine meetings in the dead of night, a provacative red-haired woman, I could get used to this kind of work."

The red headed leader of the group raises her eyebrow slightly at Eland’s remark, bending to pick up the small coffer Ivan has deposited. Fishing into a pocket, she removes a small key and swiftly unlocks it, lifting the lid slightly as she examines its contents, being careful to keep them hidden from all of you.

As you watch the exchange warily, the smugglers seem careful but non-threatening, at least not directly so. They too are watching you closely, waiting for word from their leader that all is as it should be.

I need sound based perception checks from everyone. Please see the updated map, the crate is at J6, the red-headed woman is at I9. If any of you are unhappy with where I’ve placed you, let me know where you’d rather be.


Female awww, but that would be telling unknown

Perception = (10+0) 10

Anyssa tries to watch and listen warily for anything suspicious, but the cold drips that have worked their way inside her collar and are trickling down her back are quite distracting.


M Caliban Barbarian 8

I'm way too distracted by the crate. I rolled a 2+2=4 for my sound perception check.


female human Fighter 2

Seriously weird. When I made that post last night it showed as Anyssa, with the avatar for her and everything.


Male Elf Cleric 2 (Corellon Lorethian)

Damandor must be concetrating too hard on the smugglers movements, because more then likely he didn't hear a thing.

Perception (listen) 10 = 6+2+2


Male Human Monk 1

Perception: 13


Male Halfling Rogue/Sorcerer/Arcane Trickster

Perception: 1d20-1=17

Just checking, where was the door I was going to unlock on the map?


Garret Highhill wrote:

Perception: 1d20-1=17

Just checking, where was the door I was going to unlock on the map?

The padlock is on the warehouse where you're going to take the crate after this meeting (ie it's not on this map). Apologies that it wasnt very clear.


Male Human Enchanter 1

1d20+0= 9

"It is my sincere hope that everything is in order," Eland says to the red headed wowan.


Ok, in the interests of keeping things moving...
Flint's perception (1d20+8=14)

None of you are able to act in the surprise round, the smugglers are also surprised.


"Eland Westlocke wrote:
"It is my sincere hope that everything is in order," Eland says to the red headed woman.

She closes the box and looks up to answer, however as she does there is a sudden cry from the wharf. You see one of the smugglers who carried the crate off the skiff staggering back clutching desperately at an arrow protruding suddenly from his neck. You see him rapidly growing weaker as he collapses onto his knees, tumbling off the pier into the water.

The second smuggler has also been fired on, however the arrow whistles harmlessly past. Grunthor, on the other hand, is not so lucky Arrow attack on Grunthor hits for three damage.(1d20+3=18, 1d8=3) and a third arrow from the darkness hits him squarely in the chest. As you pull it out, you feel a numbness spreading through your body, there is clearly some form of venom spreading through you. (Fortitude save required.)

As everyone at the meet struggles to understand what is happening, three dark cloaked figures come running towards you from further up the pier. Each of the newcomers has a scimitar drawn as they bear down on your meeting, apparently heading towards Ivan, Anyssa, Flint and the red haired woman. They are grimly silent and wear strange, ceramic masks. As the newcomers attack, the smugglers also spring into action, reaching for their weapons as they try to head back to their skiff.

The redhead woman glares at you murderously. “You’ll pay for this, you idiots!” she hisses.


Initiative for Grunthor;Anyssa;Garret;Eland;Damandor;Flint;Ivan;Smugglers;Cultists (1d20+7=13, 1d20+4=12, 1d20+4=24, 1d20+2=19, 1d20+1=17, 1d20+1=12, 1d20+1=21, 1d20+2=4, 1d20+1=13)

Initiative Order:
Garret
Ivan
Eland
Damandor
Grunthor
Cultists
Anyssa
Flint
Smugglers


Here are the starting positions in round one. Garret, Ivan, Eland, Damandor and Grunthor can post actions (in any order).


M Caliban Barbarian 8

Grunthor rolls a 6+4=10 fortitude save.


Male Halfling Rogue/Sorcerer/Arcane Trickster

Garret draws his bow and fires a shot at the nearest masked man.

Draws bow, attack includes Point Blank Shot and sneak attack: 1d20+5=16, 1d4=3, 1d6=1 4 damage.


Male Human Enchanter 1

Eland points his ring at the cultist nearest the crate and fires his magic missile. "This was not our doing, woman" he shouts at the red headed woman.

magic missile damage 1d4+1= 3


Male Human Monk 1

Ivan moves forward to grapple with one of the attackers, trusting his allies to watch his back.

Attempt to grapple:13


M Caliban Barbarian 8

If I sm still alive I will pull my spear and heave it at the nearest clear target. But I only manage a 6+4=10 on my attack. I suck.


Grunthor Firbolg wrote:
Grunthor rolls a 6+4=10 fortitude save.

Grunthor feels the poison as a growing numbness spreading through his body. Struggling against it's effect, he shrugs off the effect for now.

Grunthor's initial poison damage. (1d6=6 points of non-lethal damage.) Roll a DC15 fortitude save at the start of each round - you'll take 1 point of non-lethal damage per round until you succeed.


Garret Highhill wrote:

Garret draws his bow and fires a shot at the nearest masked man.

Draws bow, attack includes Point Blank Shot and sneak attack: 1d20+5=16, 1d4=3, 1d6=1 4 damage.

Staggering under the unexpected attack, the darkly cloaked man lets out a cry as Garret's arrow flies from the shadowy alley and hits his target in the arm.


Eland Westlocke wrote:

Eland points his ring at the cultist nearest the crate and fires his magic missile. "This was not our doing, woman" he shouts at the red headed woman.

magic missile damage 1d4+1= 3

As Eland steps forward, clenching his fist and pointing it at one of the attackers, the cultist is hit squarely in the chest by a sizzling bolt of energy. His step falters slightly, but he remains in motion, heading towards Grunthor and the chest on the pier.


Ivan Boldreiva wrote:

Ivan moves forward to grapple with one of the attackers, trusting his allies to watch his back.

Attempt to grapple:13

Correct me if I'm wrong, but I think you get a +2 to CMB when grappling due to improved grapple, so I think that's 15. I'm assuming you're attacking the nearest cultist (at M10 - who Garret has shot) so I've moved you to L10. This would provoke attacks of opportunity from the smugglers, except they are flat-footed.

As a general note to everyone - if you don't specify where you're moving to on the map (which I'll update each round) I'm going to make some kind of judgement call as to what I think you meant, rather than stop and ask for clarification.

Ivan steps forward, flexing his powerful muscles as he closes on one of the attackers. The cultist slips free of the monks grasp, however he stops his headlong rush and prepares to engage the monk in melee.


Grunthor Firbolg wrote:
If I sm still alive I will pull my spear and heave it at the nearest clear target. But I only manage a 6+4=10 on my attack. I suck.

Struggling under the effects of the poison, Grunthor readies a spear and releases it at the cultist closest to the crate. The oncoming figure dodges easily to the side, the spear clattering to the ground a short distance away.

Grunthor:

Spoiler:
Hard to make out in the gloom and rain, you can barely see three more of the shadowy figures, each holding shortbows at T6, T7 and U6.


Male Elf Cleric 2 (Corellon Lorethian)

Damandor raises his crossbow that he had readied and fires a bolt at the nearest masked intruder.

Attack roll 4=3+1, though unlikely that I hit my damage roll was 7 hp damage (7=5+2).

I will then move towards Grunthor to see if I can assist him.

I will move to I8


Damandor Yolanux wrote:

Damandor raises his crossbow that he had readied and fires a bolt at the nearest masked intruder.

Attack roll 4=3+1, though unlikely that I hit my damage roll was 7 hp damage (7=5+2).

I will then move towards Grunthor to see if I can assist him.

I will move to I8

Damandor lifts his crossbow and fires, however the bolt sails well clear of the mark, disappearing into the darkness. He then steps forward to aid Grunthor, standing shoulder to shoulder with the barbarian on the pier.

Damandor:

Spoiler:
Hidden behind the customs building, you can see three more of the cultists at T6, T7 and U6. As you spot them, you see them reloading their shortbows, releasing another volley of arrows at you, Grunthor and the smuggler by the crate.

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