GM Phntm888's Way of the Wicked Campaign (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Image Reference
The Pact of Thorns
Balentyne Exterior
Balentyne Map
Aldencross
Lord's Dalliance Inn

VP:

Loot


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I posted the rules for seal hunting above, but it was while you were away from the boards. Failing the aid check actually leads to a -2 penalty on your roll. So, Faila's 7, Wesh's 8, and Lutor's 7 each give a -2 penalty to your roll, canceling out the aid from Hel, Demlin, and Gallen. Your total is 25.

The second day of seal hunting doesn't go as well as the first, Demlin proves more useful, but Wesh and Lutor have more of a struggle. The cold continues to heavily limit Faila's usefulness, as she constantly returns to Hel's coat for warmth. Still, at the end of the day, you are able to haul in four seals, resulting in a good haul.

GM Rolls:

Sailor 1 Survival: 1d20 - 1 ⇒ (6) - 1 = 5
Sailor 2 Survival: 1d20 - 1 ⇒ (10) - 1 = 9
Sailor 3 Survival: 1d20 - 1 ⇒ (9) - 1 = 8
Sailor 4 Survival: 1d20 - 1 ⇒ (19) - 1 = 18
Sailor 5 Survival: 1d20 - 1 ⇒ (2) - 1 = 1

Odenkirk: 1d20 + 8 - 2 - 2 - 2 + 2 - 2 ⇒ (7) + 8 - 2 - 2 - 2 + 2 - 2 = 9

1d100 ⇒ 12
PCs 1, Odenkirk 2
1d2 ⇒ 2

Bunyip 1 Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Bunyip 2 Stealth: 1d20 + 10 ⇒ (12) + 10 = 22

Sailor 1 Perception: 1d20 - 1 ⇒ (5) - 1 = 4
Sailor 2 Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Sailor 3 Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Sailor 4 Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Sailor 5 Perception: 1d20 - 1 ⇒ (6) - 1 = 5
Sailor 6 Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Odenkirk Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Cole Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Gallen Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Hel Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Demlin Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Wesh Perception: 1d20 ⇒ 14
Lutor Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Grumblejack Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Timeon Perception: 1d20 - 1 ⇒ (14) - 1 = 13

Gallen, Hel, Lutor, and Demlin:

As you work, you spot abnormally large seal-like creatures moving towards Odenkirk's boat.

Knowledge (arcana) DC 13 if your name is in the previous spoiler:

These creatures are known as bunyips. A disturbing cross between shark and seal, these magical beasts have razor sharp teeth and predatory instincts.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Knowledge Arcana: 1d20 + 12 ⇒ (5) + 12 = 17

Lutor glances across the water, thinking of the less successful day than they had aimed for.

And he sees the beasts.

There. Bunyips, magical beasts akin to shark and seal. And several are heading for Odenkirk's boat. We will have to save his life once more.

He looks around the boat, trying to ascertain whether there is room enough to enlarge a companion, especially if the seal corpses are thrown out.


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

"Quickly then lets make our way over."


There is not room to enlarge anyone - not without having people get out and swim, anyway.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Lutor makes sure to cover himself in magical protection as the boat moves.

Mage Armour


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

What is the distance to the other boat and the bunyips, both from us and from each other? And how fast are the bunyips moving, compared to both us and Odenkirk and his crew?


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

It's sad having to save the boat and the crew knowing we'll have to destroy it and kill them in a few days' time. I suppose there's no sense in dwelling on that, though.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

We need them for now. It cannot be helped.


You are approximately 300 feet from Odenkirk's vessel. The bunyips are 100 feet away from him and moving quickly (they have a 50 foot swim speed). Your boat moves at 20 feet per move action spent rowing. Up to two people can row at a time, allowing for a total move speed of 80 feet per round if they spend the time doing nothing but rowing.

Initiative:

Lutor: 1d20 + 14 ⇒ (6) + 14 = 20
Wesh: 1d20 + 6 ⇒ (9) + 6 = 15
Hel: 1d20 + 6 ⇒ (15) + 6 = 21
Cole: 1d20 + 6 ⇒ (14) + 6 = 20
Gallen: 1d20 + 6 ⇒ (1) + 6 = 7
Demlin: 1d20 + 6 ⇒ (1) + 6 = 7

Grumblejack: 1d20 - 1 ⇒ (5) - 1 = 4
Timeon: 1d20 + 2 ⇒ (12) + 2 = 14

Odenkirk: 1d20 ⇒ 8
Sailors: 1d20 ⇒ 1

Bunyips: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative Order
Hel
Lutor
Cole
Wesh
Timeon (unaware)
Odenkirk (unaware)
Gallen
Demlin
Bunyips
Grumblejack (unaware)
Sailors (unaware)

The party is up for the surprise round. Everyone can take their surprise round action, I'll do the Bunyips surprise round action, and then we'll move onto Round 1.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

We need to make haste! The bunyips will reach Odenkirk before we do. Hel, I suggest that you begin launching arrows at the creatures. If nothing else, it might serve to distract them while potentially warning Odenkirk of their presence. Once within range, I can begin causing problems for them with glitterdust and the like.

Hold action for now. Not within range to do much.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh grabs one of the oars and signals for one of his companions to do the same. He starts vigorously rowing toward Odenkirk's vessel while shouting toward the boat, "Odenkirk! Look out for the bunyips in the water!"

Full round of rowing


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen focuses on rowing to close the gap as soon as possible, leaving it to his companions to engage at this range.


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

With the creatures being out of javelin range Cole takes study of one of them.

Surprise round study target


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

KS and Archery:
Hel doesn't have KS: Arcana, but Faila does, so ...
Faila, KS: Arcana: 1d20 + 0 ⇒ (11) + 0 = 11

200' is bracket 2, so -2 to Hel's shot; I'm going to presume the -2 penalty given to the DC for Acrobatics for 'boat in rough waters' as well, but if it isn't appropriate, all the better. She will be targeting the bunyip closest to Odenkirk's boat. Using 1 ki, and Faila uses guidance, applied to the last shot as standard:
Strike #1: 1d20 + 9 - 2 - 2 ⇒ (3) + 9 - 2 - 2 = 8
Strike #2: 1d20 + 9 - 2 - 2 ⇒ (9) + 9 - 2 - 2 = 14
Strike #3: 1d20 + 9 + 1 - 2 - 2 ⇒ (12) + 9 + 1 - 2 - 2 = 18

Not sure about that second shot but I hope that third one will hit; I'll roll for both.

Damage #2: 1d8 + 1 ⇒ (5) + 1 = 6
Damage #3: 1d8 + 1 ⇒ (1) + 1 = 2

As they spot the shapes rippling through the water, Hel points them out to Faila, who utters an Azlanti phrase that translates to 'the wonders of earth, sea, and sky' but which really means 'I have no idea.' The dark-haired woman's head turns slightly as Lutor gives the needed information; it isn't much, but it's something to go on. Lutor's directions make her smile slightly, in her cold way; it's the obvious thing to be done, but battle directions sound, to her, somewhat peculiar (and thus amusing) coming from the unmilitary wizard.

"Of course," is her reply, though; she does seem to prefer ordinary speech when the group's subtler communication is not necessary. Rising, she shifts her feet to find stability, one knee braced against the bench she was on, her feet set firmly on opposite sides of the keel as she lifts her bow and starts sending arrows to slither in arcs to drop in on the furthest-forward of the seal/shark monstrosities.


The waters aren't particularly rough, so the -2 penalty will not apply. I do notice that everyone is making full round actions - it's a surprise round, unfortunately, so no full-round actions and only 1 attack if you make one.

Waiting for Demlin's action.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

First shot, then, alas, which will undoubtedly miss.


"Perhaps I can help distract them a little."
Demlin fires her shortbow aiming for the bunyips.
Shortbow(60 feet range increment): 1d20 + 7 - 6 ⇒ (19) + 7 - 6 = 20 damage: 1d6 ⇒ 3


Surprise Round

As they spot the shapes rippling through the water, Hel points them out to Faila, who utters an Azlanti phrase that translates to 'the wonders of earth, sea, and sky' but which really means 'I have no idea.' The dark-haired woman's head turns slightly as Lutor gives the needed information; it isn't much, but it's something to go on. Lutor's directions make her smile slightly, in her cold way; it's the obvious thing to be done, but battle directions sound, to her, somewhat peculiar (and thus amusing) coming from the unmilitary wizard. "Of course," is her reply, though; she does seem to prefer ordinary speech when the group's subtler communication is not necessary. Rising, she shifts her feet to find stability, one knee braced against the bench she was on, her feet set firmly on opposite sides of the keel as she lifts her bow and starts sending an arrow to slither in and arc to drop in on the furthest-forward of the seal/shark monstrosities. Unfortunately, the shot does go wide, the arrow lost in the sea.

We need to make haste! The bunyips will reach Odenkirk before we do. Hel, I suggest that you begin launching arrows at the creatures. If nothing else, it might serve to distract them while potentially warning Odenkirk of their presence. Once within range, I can begin causing problems for them with glitterdust and the like.

With the creatures being out of javelin range Cole takes study of one of them.

Wesh grabs one of the oars and signals for one of his companions to do the same. He starts vigorously rowing toward Odenkirk's vessel while shouting toward the boat, "Odenkirk! Look out for the bunyips in the water!"

GM Rolls:

Sailor 1 Perception: 1d20 - 1 - 30 ⇒ (14) - 1 - 30 = -17
Sailor 2 Perception: 1d20 - 1 - 30 ⇒ (11) - 1 - 30 = -20
Sailor 3 Perception: 1d20 - 1 - 30 ⇒ (18) - 1 - 30 = -13
Sailor 4 Perception: 1d20 - 1 - 30 ⇒ (11) - 1 - 30 = -20
Sailor 5 Perception: 1d20 - 1 - 30 ⇒ (13) - 1 - 30 = -18
Sailor 6 Perception: 1d20 - 1 - 30 ⇒ (17) - 1 - 30 = -14
Odenkirk Perception: 1d20 + 5 - 30 ⇒ (12) + 5 - 30 = -13

Bunyip 1 Stealth: 1d20 + 10 ⇒ (12) + 10 = 22

Sailor 1 Perception: 1d20 - 1 - 7 ⇒ (17) - 1 - 7 = 9
Sailor 2 Perception: 1d20 - 1 - 7 ⇒ (18) - 1 - 7 = 10
Sailor 3 Perception: 1d20 - 1 - 7 ⇒ (1) - 1 - 7 = -7
Sailor 4 Perception: 1d20 - 1 - 7 ⇒ (4) - 1 - 7 = -4
Sailor 5 Perception: 1d20 - 1 - 7 ⇒ (14) - 1 - 7 = 6
Sailor 6 Perception: 1d20 - 1 - 7 ⇒ (3) - 1 - 7 = -5
Odenkirk Perception: 1d20 + 5 - 7 ⇒ (18) + 5 - 7 = 16

Unfortunately, it doesn't look like anyone in the other boat heard him.

Gallen focuses on rowing to close the gap as soon as possible, leaving it to his companions to engage at this range.

"Perhaps I can help distract them a little." Demlin fires her shortbow aiming for the bunyips. Despite the distance, her arrow somehow manages to find the mark, grazing the bunyip's hide.

One of the bunyips continues stealthily moving towards Odenkirk's vessel. Odenkirk and his men still don't notice it. The other turns and begins swimming towards you!

Timeon and Grumblejack seem to have figured out something is wrong.

Initiative Order
Hel
Lutor
Cole
Wesh
Timeon
Odenkirk (unaware)
Gallen
Demlin
Bunyips
Grumblejack
Sailors (unaware)

The party is up for Round 1. You are now 260 feet away from Odenkirk, 110 feet away from one of the bunyips, and 185 feet from the other. Timeon and Grumblejack are too far to do anything but try and alert Odenkirk.

Tracking:

Bunyip 1 - 52/55


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Having studied the one they approach Coal draws a javelin and calls on his faith preparing to start trying to hit the beast.

Round 1
Move Action Draw Javelin
Standard Cast Divine Favor


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Lutor begins with a glittering ball, aimed squarely at the bunyip approaching them.

Glitterdust, will dc 16 to avoid blindness

Now, the bunyips have reason to fear us.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh continues to row as quickly as he can, hoping they can make it Odenkirk and the others before it's too late. Full round rowing action for real this time.

At the same time, he shouts again, "Odenkirk! Look out for the bunyip!"

-----

Grumblejack waves his hands in the air and also tries to signal Odenkirk about the danger. "Funny shape in water! Danger!"


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Full round rowing action

Gallen focuses on rowing and keeping pace with Wesh.

-----------

Timeon looks around trying to figure out exactly what is going on. "There's something going on, look at the pace they are setting rowing the boat, we have to get read." Timeon draws his shortbow.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Fire at Will!! (Sorry, Will!):
1 ki for +1 shot; Faila uses guidance, which goes to the last shot.
Shot #1: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Shot #2: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Shot #3: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15

Not sure if that last one hit, but just in case:
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


With Faila on her shoulder, murmuring fragments of infernal contracts into her ear, Hel continues to focus on firing at the bunyip furthest from their own boat. It's a cold calculation; if the sailors and sea-captain don't spot the predator, the thing might well overturn their boat and savage, if not kill, the only way that success of the mission to deliver the arms can be had. She is certain that as the other gets nearer, the rest of the Nessian Knot can hurt, drive off, even kill it, but at the moment, she has the best chance to do the same to the more distant one.

If only the swells of the sea and the dark of the bunyip's back weren't so similar -- she feels like she's taking shots at waves and shadows!!


With Faila on her shoulder, murmuring fragments of infernal contracts into her ear, Hel continues to focus on firing at the bunyip furthest from their own boat. It's a cold calculation; if the sailors and sea-captain don't spot the predator, the thing might well overturn their boat and savage, if not kill, the only way that success of the mission to deliver the arms can be had. She is certain that as the other gets nearer, the rest of the Nessian Knot can hurt, drive off, even kill it, but at the moment, she has the best chance to do the same to the more distant one. If only the swells of the sea and the dark of the bunyip's back weren't so similar -- she feels like she's taking shots at waves and shadows!! Her third arrow just barely sinks into the bunyip's hide.

Lutor begins with a glittering ball, aimed squarely at the bunyip approaching them. "Now, the bunyips have reason to fear us."

GM Rolls:

Will: 1d20 + 1 ⇒ (18) + 1 = 19

The bunyip is now covered in glitter and easily seen, but it's eyesight does not appear to be affected.

Having studied the one they approach Coal draws a javelin and calls on his faith preparing to start trying to hit the beast.

Wesh continues to row as quickly as he can, hoping they can make it Odenkirk and the others before it's too late. At the same time, he shouts again, "Odenkirk! Look out for the bunyip!"

GM Rolls:

Sailor 1 Perception: 1d20 - 1 - 18 ⇒ (6) - 1 - 18 = -13
Sailor 2 Perception: 1d20 - 1 - 18 ⇒ (5) - 1 - 18 = -14
Sailor 3 Perception: 1d20 - 1 - 18 ⇒ (20) - 1 - 18 = 1
Sailor 4 Perception: 1d20 - 1 - 18 ⇒ (15) - 1 - 18 = -4
Sailor 5 Perception: 1d20 - 1 - 18 ⇒ (7) - 1 - 18 = -12
Sailor 6 Perception: 1d20 - 1 - 18 ⇒ (12) - 1 - 18 = -7
Odenkirk Perception: 1d20 + 5 - 18 ⇒ (1) + 5 - 18 = -12

Sailor 3 Perception: 1d20 - 1 - 7 ⇒ (16) - 1 - 7 = 8

One of Odenkirk's sailors seems to hear you, and he turns to look at you and sees you rowing towards him. He does not, however, see the bunyip.

Timeon looks around trying to figure out exactly what is going on. "There's something going on, look at the pace they are setting rowing the boat, we have to get ready." Timeon draws his shortbow.

Odenkirk goes about his business trying to haul in a seal.

Gallen focuses on rowing and keeping pace with Wesh.

Demlin fires an arrow at the bunyip attacking you.

Attack: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Damage: 1d6 ⇒ 6

She sinks another arrow into it.

The bunyip attacking you surges forwards, attempting to capsize your boat! The other, pricked by Hel's arrow, begins swimming towards you as well.

GM Rolls:

CMB: 1d20 + 6 ⇒ (8) + 6 = 14

The boat rocks violently, but does not capsize. I need everyone who is standing (probably those making attacks) to give me a DC 10 Acrobatics check or else fall prone. If you fail by 5 or more, you fall overboard.

Grumblejack waves his hands in the air and also tries to signal Odenkirk about the danger. "Funny shape in water! Danger!"

GM Rolls:

Sailor 1 Perception: 1d20 - 1 - 15 ⇒ (19) - 1 - 15 = 3
Sailor 2 Perception: 1d20 - 1 - 15 ⇒ (3) - 1 - 15 = -13
Sailor 3 Perception: 1d20 - 1 - 15 ⇒ (9) - 1 - 15 = -7
Sailor 4 Perception: 1d20 - 1 - 15 ⇒ (16) - 1 - 15 = 0
Sailor 5 Perception: 1d20 - 1 - 15 ⇒ (17) - 1 - 15 = 1
Sailor 6 Perception: 1d20 - 1 - 15 ⇒ (9) - 1 - 15 = -7
Odenkirk Perception: 1d20 + 5 - 15 ⇒ (20) + 5 - 15 = 10

Odenkirk Perception: 1d20 + 5 - 17 ⇒ (4) + 5 - 17 = -8
Sailor 1 Perception: 1d20 - 1 - 17 ⇒ (17) - 1 - 17 = -1
Sailor 4 Perception: 1d20 - 1 - 17 ⇒ (11) - 1 - 17 = -7
Sailor 5 Perception: 1d20 - 1 - 17 ⇒ (16) - 1 - 17 = -2

Grumblejack's booming voice seems to have finally alerted Odenkirk, who looks and sees your boat rock violently. He says something to the men in his boat, who begin rowing towards the Frosthamar.

Initiative Order
Hel
Lutor
Cole
Wesh
Timeon
Odenkirk (unaware)
Gallen
Demlin
Bunyips
Grumblejack
Sailors (unaware)

The party is up for Round 2. You are now 100 feet away from Odenkirk, the first bunyip is in melee, and the other is 10 feet from your boat. Timeon and Grumblejack are about 20 feet away on the deck of the Frosthamar, as is one of Odenkirk's sailors.

Tracking:

Bunyip 1 - 46/55
Bunyip 2 - 51/55


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22

In a deft motion, Lutor remains standing while he draws his crossbow, points it at the beast, and fires!

Light Crossbow: 1d20 + 5 ⇒ (17) + 5 = 22

Damage: 1d8 ⇒ 6


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh sets his oar down into the boat. He stands up and grasps his greatsword with both hands. He glares at the nearby bunyip before swinging his blade at it.

Greatsword Attack: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Damage: 2d6 + 6 + 3 ⇒ (1, 3) + 6 + 3 = 13 (Power Attacking)

If that's too many actions for one turn, Wesh will attack next round instead.

-----

Grumblejack, satisfied that the sailors heard him, turns to looking for something to throw at the bunyips.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

He'll go to retrieve said item if he spots something usable.

I know Grumblejack acts after the bunyips, but figured I'd go ahead and post his actions so he doesn't hold things up.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Don't Rock the Boat!!:

Acrobatics DC 10: 1d20 + 8 ⇒ (5) + 8 = 13

Shot #1: 1d20 + 9 ⇒ (3) + 9 = 12
Shot #2: 1d20 + 9 ⇒ (4) + 9 = 13
Shot #3: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16

Hit: 1d8 + 1 ⇒ (5) + 1 = 6

There is something to be said for keeping your distance, Hel thinks to herself as the bunyip thumps against the boat, trying to overturn it. The rocking throws off her shots at the second creature -- at least in her mind clearly a mated pair -- but the third at least sinks into it.


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Cole stands and throws the javelin in hand at one of the creatures.

Javelin: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

He then stands ready with his longspear.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen keeps pace with Wesh to close the gap soon enough.

Timeon knocks an arrow and releases it at the approaching thing beneath the waves.
Shortbow: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 ⇒ 2


Gallen, there's a bunyip within melee range - Wesh isn't rowing this turn. Do you want to take a different action?


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Sorry I misunderstood the description

Gallen draws his scimitar and quickly slashes at the bunyip.
PA Masterwork Scimitar: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Round 2

There is something to be said for keeping your distance, Hel thinks to herself as the bunyip thumps against the boat, trying to overturn it. The rocking throws off her shots at the second creature -- at least in her mind clearly a mated pair -- but the third at least sinks into it.

In a deft motion, Lutor remains standing while he draws his crossbow, points it at the beast, and fires! He can't miss the thing point blank - the bolt sinks into its hide.

Cole stands and throws the javelin in hand at one of the creatures. The javelin splashes into the sea. He then stands ready with his longspear.

Wesh sets his oar down into the boat. He stands up and grasps his greatsword with both hands. He glares at the nearby bunyip before swinging his blade at it. His greatsword cuts into the beast.

Timeon nocks an arrow and releases it at the approaching thing beneath the waves. His arrow flies high overhead and splashes into the ocean.

Odenkirk yells at his men to row faster!

Gallen draws his scimitar and quickly slashes at the bunyip. Unfortunately, his sword bounces off its thick, rubbery hide.

Demlin swings her sap at the nearby bunyip.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Intimidate: 1d20 + 11 ⇒ (11) + 11 = 22

Her sap smacks the creature resoundingly on the head, and despite its animal intelligence, it seems to show fear of the woman.

GM Rolls:

CMB: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
CMB: 1d20 + 6 ⇒ (6) + 6 = 12

Demlin AoO: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Intimidate: 1d20 + 11 ⇒ (2) + 11 = 13

The first bunyip swims away from the boat Cole, Wesh, and Gallen can take AoOs taking a smack from Demlin before turning and coming back around to try and capsize the boat again. It comes in at a bad angle and just brushes the boat. The other swims in to capsize the boat, as well If you don't take the first AoO, you can take one here. The boat rocks from its hit, but it doesn't capsize. The bunyip swims away to prepare to come around for another attack. Third AoO opportunity here. Also, everyone needs to give me a DC 5 Acrobatics check to avoid falling prone. You cannot fall into the water if you fail.

Grumblejack, satisfied that the sailors heard him, turns to looking for something to throw at the bunyips. He spots one of the oars for the boat, and moves to pick it up to throw.

GM Rolls:

Sailor 3 Shortbow: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 6
Sailor 4 Shortbow: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 1
Sailor 5 Shortbow: 1d20 + 2 ⇒ (4) + 2 = 6

Sailor 6 Shortbow: 1d20 + 2 ⇒ (7) + 2 = 9

Odenkirk's four sailors who aren't rowing fire arrows at the bunyips. Two hit the second one.

Initiative Order
Hel
Lutor
Cole
Wesh
Timeon
Odenkirk
Gallen
Demlin
Bunyips
Grumblejack
Sailors

The party is up for Round 3! Bunyip 1 is in melee range, Bunyip 2 is 40 feet away.

Tracking:

Bunyip 1 - 37/55, 18 nonlethal, shaken for 3 rounds
Bunyip 2 - 38/55


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

AOO for 2nd Bunyip PA Masterwork Scimitar: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Acrobatics: 1d20 - 7 ⇒ (15) - 7 = 8

Gallen manages to land a blow on the bunyip that rocks their boat. He wobbles a bit in his heavy armour but stays upright before giving the creature another reason to flee.

PA Masterwork Scimitar: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

---------------
Timeon tries to steady his nerves and takes another shot... with no greater success.
Shortbow: 1d20 + 2 ⇒ (6) + 2 = 8


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Once More With Feeling:

Acrobatics DC 5: 1d20 + 8 ⇒ (7) + 8 = 15
Y'know, I think I'm going to boost this a bit, considering a 15 AC is well within my strike range. Standard sequence -- 1 ki for +1 attack, Faila uses guidance, applied to last attack, but add on Deadly Aim:
Attack #1: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
Attack #2: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Attack #3: 1d20 + 9 + 1 - 1 ⇒ (7) + 9 + 1 - 1 = 16

That's two hits.
Damage Done: 1d8 + 1d8 + 1 + 1 + 2 + 2 ⇒ (4) + (4) + 1 + 1 + 2 + 2 = 14

Hel easily keeps her balance against the rocking, and instead of trying to strike at the closest one, continues to assault the bunyip furthest from the boat, and instead of just pulling for accuracy, the noblewoman overdraws for additional power. While the creature's hide helps to deceive her eye and misdirect her first arrow, her second and third are accurate, particularly with help from Faila, once more on her right shoulder and chanting lines from the great Contract in her ear.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

AoO against first bunyip:

Greatsword Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Acrobatics: 1d20 + 1 - 5 ⇒ (9) + 1 - 5 = 5

-----

Wesh swings at the first bunyip again. They need to end this threat fast lest their boat get overturned. The fighter doesn't have any desire to try swimming in his heavy armor.

Greatsword Attack: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28
Greatsword Attack, Confirm Crit?: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Damage: 2d6 + 6 + 3 ⇒ (1, 5) + 6 + 3 = 15 (Power Attacking)
Crit Damage: 2d6 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12

-----

Grumblejack retrieves the oar and gets into a position to throw it as soon as he gets the opportunity. (I assume it's a move action to get to the oar and a move action to pick it up, so I'll have him try to throw it next round.)


Gallen's strike on the bunyip that rocked the boat and Hel's follow up arrows force the bunyip to dive beneath the sea. Wesh and Gallen together kill the other, its corpse sinking down into the depths.

Combat is over.

Odenkirk and his men pull up alongside, a frown on the captain's face. "I've hunted seals here before and never seen such creatures."


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

Lutor quietly assesses the worth of the bunyip corpses, given the condition of them visible to him.

Appraise: 1d20 + 8 ⇒ (18) + 8 = 26


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh puts away his sword and says to Odenkirk, "We should make haste to be away from this place. We've lingered too long as it is."


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

"Yes lets take our bounty and get back to the boat. In fact Captain you should take all the seals and deal with selling them. Your are more skilled at this than us. We trust you to deliver our cuts once done."

Cole is playing to his ego and greed knowing he may take more for himself but that doesn't matter in the end when we have to deal with him.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

"We might have entered these waters during a migration... or a mating season. Perhaps these creatures will move onto other waters when given time, for now they are aggressive and surprisingly stealth." Gallen added, in truth not knowing but very much not wanting to linger pointlessly in these waters.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Hel remains on watch, wary of a possible return by the other bunyip, even when the two boats come together as they return to the ship. “Indeed, being on our way seems to be warranted. And perhaps they were looking for better feeding; you cannot deny that this place has it.

Once they return to the Frosthamar, Hel nods approvingly at Timeon. “Well done paying attention,” she says to the young man. “Both of you,” she adds, giving Grumblejack a hard-fisted thump of approval on the arm.


Greed wars with caution on Odenkirk's face, but after a moment, he sighs, and says, "You're probably right. Those creatures may have been easily driven off, but if they'd capsized the boats, this could have been bloody. Get on board. We'll cast off shortly."

Odenkirk smiles when Cole offers your seal pelts, and says, "Aye, I doubt we'll have a chance to sell them before I drop you at your destination, but I'll pay you what they're worth once I get you there."

With one bunyip not dead but swam off, and the other dead but its corpse sunk beneath the sea, Lutor is unable to assess the value of the bunyip corpses.

Grumblejack nods, eyes one of the dead seals you brought in, and says, "Grumblejack have snack?" Timeon seems to stand a little straighter at Hel's compliment.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh nods at Grumblejack's question. "Only eat its insides. Leave the pelt intact."

The fighter then helps ready the ship for departure. He's eager to be out of these waters as soon as possible.


Alias James Thomas. Male Human HP 22/22 | AC: 20 /T: 12 /FF: 18 | Perc. +13 | F: +1 / R: +3 /W: +6 | CMB +7 | CMD 19 | Villain Points 3/3 | Speed 30'(20') | Init. +6

Cole nods agreeing with the captain.

He smiles at the conversation between Wesh and the Ogre. He walks over to take a seat ready to get back underway.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

"Wait til it's been skinned. You did well Grumblejack, as did you." Gadren gave the lad a nod.

Timeon felt conflicted, at least it was just beasts this time. He could only wonder why they were here... but he still had no idea what the cargo was. At least he was not getting chastised and his actions against the beasts was recognised.


aka "Bill Cross", Male LE Elf Wizard 4 (Spell-sage), VMC Sorcerer (Arcane bloodline) | HP: 29/29 | AC: 15 (14 Tch, 11 Fl) | CMB: +2, CMD: 16 | F +3, R +5, W +5 | Init: +14 | Per +7, SM +5 | Speed 30ft | Spells: 1st 4/4, 2nd 2/3 | Active conditions: None

The others are playing Odenkirk well.

Lutor muses to himself, not truly bothered by any loss od bunyip hide. Simple acquisition should not be difficult in future.

Power is another matter.


Odenkirk has his men get the ship together, and the Frosthamar departs. He sails the rest of the day and the next to get back on course.

Perception:

Lutor: 1d20 + 6 ⇒ (18) + 6 = 24
Gallen: 1d20 + 10 ⇒ (18) + 10 = 28
Cole: 1d20 + 12 ⇒ (10) + 12 = 22
Wesh: 1d20 ⇒ 2
Hel: 1d20 + 11 ⇒ (3) + 11 = 14

Gallen:

As the evening comes on and the Frosthamar begins looking for a place to anchor for the night, you notice several small boats coming towards you. They all look smaller than the Frosthamar, but there are four or five of them.

Also, don't worry about RPing Timeon right now out of combat. I'll handle that until his conversion and loyalty to you are complete.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Hel glances towards the sailors and Captain Odenkirk, getting the ship ready to weigh anchor, and gestures for Grumblejack to help her drag the dead seals over to where Cole sits in the prow. "Grumblejack," she says to the ogre in a tone of voice that says 'this is not a suggestion', "let's get these skinned before you take a bite. Reverend," she continues, speaking now to Cole, "can you show us again how to skin these things? Squire Timeon, come out of the sailor's way, learn something new."

With actual skill at Survival, I figure Cole knows at least a little on how to skin the suckers.

Once the Frosthamar is on its way, she takes Cole's direction on how to get the seal's skin off, and gives not one but two of the now-skinned seals to Grumblejack, making certain he understands this to be a reward for proper and vigilant behavior.

With Timeon, however, she takes a different tack: his reward is to be treated like a person instead of as a potential corpse to dispose of. She will ask him any number of questions in her cool manner, from 'Where are you from' and 'Who is your family' to 'How long were you with your previous master' to 'Where have your travels taken you' and similar questions. In short, to allow the youth to 'be somebody' to them.

To the others, however, her conversation with Sir Gallen's new squire is interspersed with darker thoughts exchanged with the rest of the Knot. I am concerned with how to handle Timeon, she relates. Should he come amongst Mitrans again, knowing what he knows about us, I do not believe he would remain silent, but instead betray what he knows. Whether it would be for revenge, a residual desire to follow the Mitran's teachings, compassion for the others, it does not matter. In battle with us present he fears for his life and does not betray us, but we cannot constantly remain his gaolers. He must come to view the world as we do, that there is an order to things, and those who fight against this order must be either forced to comply, or slain without hesitation. She looks at each of the others of the Nessian Knot in turn, then asks the necessary question: How is this to be done, and before we leave this ship? For we will not be able to leave him with the horde as we consider doing with Grumblejack -- an idea which, I should state, I am coming to believe will be a bad one.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Phntm888:

I'll avoid doing so.

A matter for discussion later, four boats maybe five approach us. Small but we must be alert. I'll alert the crew in a second but incase this is treachery on the Captains part I forewarn you.

Gallen turns to Captain Odenkirk "I have spied several smaller vessels approaching us, had you expected a rendevous here? Or should we prepare of a more bloddy encounter potentially."


Timeon responds to Hel's questions, "I'm from the town of Aldencross, near the Watch Wall fortress Balentyne. It's a nice market town with lots of good, kind people. My family have lived in the area for quite a long time. I even went into the fortress, once, and met Lord Commander Havelyn, who's in charge of the garrison there. Sir Balin took me there to be formally registered as his squire, since both he and Lord Havelyn are Knights of the Alerion. They sent my registration off to the Knights' headquarters in the capital by raven. Sir Balin and I journeyed to Daveryn for a time, looking into rumors of devil worship. We never found anything, though." He was quite quick to point that out, as though remembering your allegiance. "Then we went all the way to the capital of Matharyn. I never thought I'd see Matharyn. Did you know there is almost no crime in the capital at all? It's amazing. We stayed in the main barracks of the Knights of the Alerion, where they gave me my official tabard and equipment."

He glances about, then says, "And then we went to Varyston, where we encountered the Cardinal and the scary lady and I met you all."

Odenkirk looks at Gallen, steps to the bow and squints, then grunts. "Looks like a group of Yutak hunters. They generally aren't hostile to traveling ships. They may even look to trade, depending on what they're up to. Regardless, they won't attack us out of hand."

I'll let you all have a discussion about Timeon before I move us to this part.

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