Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
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@Ember: Not at all - like the venomous edge she's displaying :)

Albrέkt stares at Ember and nods dutifully;

"Absolut Fräulein Thorn. I live to serve..."

The antipaladin flashes a broken smile at his last words.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Finally, after ‘dealing’ with any possible non-believer, Ember turns her attention to the other one.
”Kaynen, a musician you say? Sing us something.”


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Following Lucetta's subtle hint Arthur remains quiet and refill her glass. He also fills one for himself trying for the first time in his life wine. It goes well with the cheese and he enjoys the food for a few moments.


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Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Kaynen arches an eyebrow and bows slightly to Ember.

"Of course, my lady. I had been working on a little something. You'll have to imagine background music of course, something not unlike a cross between Chalinksky's Triumphal Chorus and Rugar's March in D... particularly where the drums would come in, of course."

The half-elf begins to swing his hands in mock rhyhtm, first humming and then breaking into song.

"From the fiery ruins of Branderrrr.. scar,
Marched a band of warriors whom traveledddd... far.
Returned to the people that which was tayyy... ken,
When asked their names, they said Forrrrrrs... aken."

Kaynen continues to gesture, mouthing the drums that would follow at this point, bum bum bum bum BUMMM bum...

Perform (sing): 1d20 + 6 ⇒ (8) + 6 = 14

His song continues to tell tales of exploding cathedrals to Mitra, mustering armies, raising flags, liberation, heroics.

As he concludes, the half-elf shrugs but his smile never fades.

"It still needs a bit of work, and I'm parched..."


Albrέkt remains deadpan throughout Kaynen's performance, but claps his approval at its conclusion, then offers some wine for the bard's cup:

"Bravo Herr Catesby. You must singen me ein dirge vonday..."


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RP is great, but let's get going

Time passes slowly as the Cardinal shapes you into the tool he desires. The first month he has little time for you, as he devotes most of his attention towards the White Raven, in whose progress and might, he is greatly pleased. Deeming them ready, he names them his Cocytian Knot and holds a mighty banquet in their honour. You are not invited.

Soon after, they leave the manor and Thorne turns his attention to you. Though a lot of you training is done as a group, you each receive some personal instruction over the course of the next few months.

Albrekt: The Cardinal take you into a room filled with an enormous summoning circle and for hours he brings forth hideous beings from the lower planes and outer dark. With each summoning he discusses with you what make each being so unnerving, be it the dead eyes, toothy grins or maniacal chuckling. You learn what it is to be fearsome. "You will be the face of fear" You gain a +1 trait bonus on Intimidate checks. Once per day, you may attempt to demoralize an opponent as a swift action.

Kaynen: The Cardinal lets you use his laboratory. He shows you how to bleed an extra bit of magic into your alchemical creation. The process is painful, but it's hard to argue with the results. "Now you add some blood to enliven the mixture" Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Arthur: The Cardinal has you spar constantly agains Tiadora and she takes joyful glee in batting you around. You lose track of the number of times you slam you shield into her, just to hear to her mocking laughter. "Ooo, almost hurt me that time." When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Lucetta: The Cardinal takes you to his study and instructs you in the ways of angels. He warns you of their ability to shrug off magic and teaches you a few tricks to get around their resilient natures. "You shall be my angel slayer" You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and you gain a +1 trait bonus on caster level checks to overcome spell resistance.

Ember: Confident in your devotion, the Cardinal gives you access to the most holy of Asmodean tomes and instructions you in Archdevil's deepest mysteries. “Asmodeus is with you.” Whenever you channel energy, you may re-roll any natural 1s and you gain a +1 trait bonus to the save DC of your channeled energy.

Finally, you are deemed ready and your own banquet is held. The food is extravagant and plentiful, and as the meal winds down, the Cardinal begins a ritual. Foul smoke and vapour billow from the ground and a barbed devil appears before you. The devil bows to the Cardinal, who inclines his head in return. He instructs one of the serving slaves to go to the devil who gleeful rips the slave apart and feasts on the blood. Afterwards, the Cardinal draws forth some of the devil’s blood with a silver dagger, collecting the combined blood of devil and victim into an ornamental bowl. He moves around the room, stopping before each of you to trace the unholy symbol of Asmodeus on your foreheads in the mingled blood of devil and sacrifice.

“Behold! The Nessian Knot is forged.”


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That night, your dreams are unsettled. The next morning, you are summoned before the Cardinal once again.

“Welcome, my children,” he says in a deep resonant voice that has an almost inhuman quality to it. “Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and take on your first mission. Your mission is war, my children. You will bring war to Talingarde."

“You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war."

“Sitting on the dock as we speak is the longship Frosthamar, captained by one Kargeld Odenkirk. Tomorrow when the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he needs to know."

“Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Cap- tain Odenkirk will be concluded."

"It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful."

“That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors, but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde."

“Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde."

“Do all of this and then when your task is done, break this clay seal.” He hands you a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. “I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you."

“The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success.”

He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast.

“To war.”


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Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Earlier – training: Summon wall of text VI!!

Also, GM, can we train Grumblejack?

At first Ember seems to enjoy the training. She is a bit wary initially when she sees that Cardinal Thorn will be training them but gets excited soon enough, finding him to be an excellent teacher. She tries her best and seems genuinely disappointed in herself when she fails and almost childishly excited when she accomplishes something particularly difficult.

When it comes time to work as a team, she mostly takes a support role, keeping at distance, working with her bow and providing support with her miracles.

That said, her knowledge and support spells are commendable, as is her ability to tell if anyone is lying. However, while she is quite adept at noticing lies, she is not a smooth talker, preferring to intimidate other than sweet talk someone.

Outside of the training, Ember relaxes and consumes: consumes knowledge, consumes strong drink and fine food, and, to relax, consumes bawdy novels (in surprisingly large quantities). When the training is physically intense, she recovers with hot, scented baths and massages from the servants. When it is mentally exhausting, she lies about, drink in hand, having the servants perform music.
- - - - -

As the training continues, however, her excitement dies down quickly enough. Ember feels stifled, repressed by the training, and it shows in her face, in her demeanor, though not necessarily in her performance. She seems to be getting frustrated by Cardinal Thorn’s harshness when she fails, frequently thinking to herself “Is that really necessary? What happened to lesson four? ‘Reward those who serve thee well’ and ‘be ruthless to thy enemy’? Am I the enemy now? Am I not deserving of reward, or at least some measure of tact?”. Of course, the fact that Ember may share this same trait with Cardinal Thorn, treating her own servants the same way, never even enters into her mind.

When Ember fails, it infuriates her, and when she succeeds, it doesn't seem to satisfy her. Sometimes, her anger helps her to succeed. Most of the time, it causes her greater failure. Still, her skills are improving, though it is difficult to tell if her melancholy is helping or hindering.

Even Embers demeanor outside of training changes. While she still does have her hot baths and her fine food, she spends a majority of her time training. At night she can often be found on the manor grounds working on her magic, chanting, talking to (seemingly) no one, conditioning her agility.
At one point she will even start coming to training with small bandaged wounds on her arms, legs, or hands, usually waiting until after training to heal them, if she has the spells left. This habit comes to a point when she shows up to training with a bandaged wound on her neck and her blood loss obviously slowing her down.
After training, Cardinal Thorn confronts Ember about what is going on, where Ember reveals to him that she has been using her own blood in experiments to try and unlock more power within herself. At first, Cardinal Thorn sees this simply as foolish, scolding Ember for jeopardizing her training, telling her that for the events ahead, she, like the rest of the team, will need all the training that they can get.

Though, from that point forward, Cardinal Thorn does teach Ember a secret of the blood: how to give it in Sacrifice to their lord Asmodeus. Ember learns this eagerly, happy to know more ways to both please Asmodeus and to further herself and her research. If Ember continued her blood research after that discussion, it isn't obvious, and never affects her training again.

- - - - -

In the last half of the training Ember has another transformation. She seems to have honed her anger and frustration into focus. She thinks she has figured out Cardinal Thorn, believing that he is being this harsh with a purpose, because considering the danger in what they will be doing, failure will most likely mean death. And, having convinced herself of this, Ember finds new strength in his criticisms and anger, seeing it as paternal love. And it is in this state of mind that Ember starts to truly advance.

- - - - -

Ember will also spend time with Grumblejack, sometimes bringing him food and drink. Sometimes she talks with him about nothing important, except the quality of the food and the niceness of the day and the softness of their respective beds. Sometimes they swap stories, Grumblejack boasting of fights he has won and Ember telling stories of scamming, tricking or capturing arrogant men and women. And, on occasion Ember will ask Grumblejack questions about himself: his past, what he likes, what he wants out of life.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Mission:

”We’ll not fail you, Dad.” she says joining the toast.


Training...

At first the lumbering servant of Urgathoa seems to be disinterested and languid in his efforts. However it becomes clear that this only occurs during the daylight... When the sun falls Albrέkt shows himself to be a brutal combatant with necrotic abilities and nocturnal senses at his disposal.

When summoned by Thorn, Albrέkt stoically listens and watches as the Cardinal instructs and inculcates the wretched anti-paladin, only speaking to affirm his Master's lesson:

"Ja Kardinal Thorn. Euer foes vill know fear before their ende."

The unholy warrior soaks in the terror the creatures the Cardinal summons; drinking in all that is visceral and dreadful of their natures and manner.

"I vill bring fear to der world like nien other..."

The Banquet

When the slave is rent asunder, Albrέkt dark eyes glitter as he licks the air, attempting to taste the iron tange of blood. The brute drinks more than eats, afore finally toasting their ascension as Cardinal's latest knot of villainy:

"Der Nessian Knotten!"

The Eve of War

As the Cardinal reveals his nefarious plans for Talingarde Albrέkt allows himself a crack toothed smile at the seeds of discord they are charged to sow, and of the souls; both fair and foul, to be sent screaming upon the Inevitable Path...

In mailed fist he raises his goblet with the others to toast their mission:

"In Der Krieg!"


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Kaynen's smile was ever-present during the Cardinal's briefing.

He savored each detail like a bite of a fine dessert, revelling in how palettable it was to his tastes and desires.

Munitions. Fire-Axe.

Swiftly dealing with a ship captain and *burning* his ship, ensuring no evidence remains.

Infiltration of Balentyn and enablement of the bugbear horde's rampagae against the knights of Talingarde.

"Mmmm, delicious. All of it."

Kaynen raised his glass and joined in the toast, drinking the red wine deeply.

"To war!"


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Training
While a unacustomed to the weight and lack of mobility Arthur braves through the learning curve of his newest armour. The taunting of Tiadora edges him on and unrelentently lays into her. While this is physically tasking Arthur has one of the best times in his life, pleanty of food, wine and a fine bed, the only thing missing is his family. During the lonely nights thoughts of them creep to the forefront of his mind and most nights end with a glass or two of brandy to banish the thoughts. The training with the rest of the group pleases Arthur as he begin to see the remenents of the Red feather gang turn into something new, a perhaps more thightly knit group.

On the day the Cocytian knot is forged he can't help but asking: "So do you think this will be the last we see of them?"

The Banquet
Arthur takes in his share of the meal put before them. The gathering of his friends new and former offers him a mental pause from the thought of former frineds and family. It is one of the truely unique evenings where he rests within himself. After the Cardinal forges the knot Arthur smiles and intones: "May it never come undone."

The last day
Once the plan is laid out Arthur realises that this is the end of his periode of rest and now his work truely begins. And with it the chance to avenge his family and the broken words of the Talingarde nobility. He takes a keen interest in the plan the Cardinal presents. While he is simpel his military experience tells him that it is daring but plausable.


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Training
For the first time ever, Lucetta is able to study under a mentor skilled enough to teach her the properties of magic, how to bend it to her will, how to break it. She takes to the grueling schedule like a drowning woman seeks air, living and breathing the harsh regimen until she is sure she has wrung every last drop of knowledge out of a lesson before moving on.

At the end she is triumphant, a wiser and more proficient user of magic.

Speech
As the knot is forged, she drinks deeply, more committed to this new family than in anything else in her entire life.

To war!

Her thoughts already turn to how to mislead the mercenary captain, to ensure he does not predict their betrayal, how best to go about separating him from his riches... her eyes burn with blackness, contemplating the endless potential for mischief and ruin, in Asmodeus' name.


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Arthur packs slower than usual, his focus is on the plan. The cardinal's words have faded from his thought, language has change into a model of Talingarde with figures and arrows. When his few belongings are packed and dressed in the new cloths offered upon their arrival, Arthur swings the stolen cloak over his shoulders and set off for the docks waiting for the others in the main hall.


Grumblejack will be well taken care of and you have not see the last of him.

Your orders received, you gather your meagre possessions and head to the manor's riverside dock. Anchored there is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. It sits heavy in the water obviously laden down with the weapons you are to see delivered.

The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. He introduces himself as Kargeld Odenkirk. His crew consists of a half dozen grim sailors who speak little of the common Talirean tongue. They keep to themselves and watch you suspiciously.

"This is the Frosthamar," Kargeld says. "You guard my ship during our voyage and I'll see that your cargo gets to where it needs to be."

The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and you all must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots. The crew simply relieve themselves over the railing. The rations are hardtack and small beer, though Kargeld does stop a couple of times to hunt deer along the wilder part of the coast.

It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to wave back. “Wouldn’t want ‘em to get suspicious, eh?” he says with a glower.

It takes a week for the ship to pass along the settled coast of Talingarde passing the great city of Daveryn, the largest centre of civilization along the western coast. At last you sail past the end of the greatl Watch wall. The mighty series of watchtowers that separate the savage north from the more civilized realm. Not long after, you catch sight of another ship. It doesn't take you long to realize that the ship is heading directly for the Frosthamar.

Kargeld swears darkly under his breath. "Might be a Mitran patrol looking for smugglers. I don't need to point out that it might be pretty bad, if we get searched. What do you want to do?"


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Well Kargeld, it is either a patrol or it is pirates, neither of which will be welcome company

muses the sorceress as she assesses the situation

Well we must have a plan and a backup wherever we can, so I suggest we try to ward them off with a tale, perhaps I can persuade them a noble lady is on board and is using this ship as she wishes to move without being noticed by her peers, perhaps she is 'involved' with someone in the Mitran hierarchy that a patrol boat captain would not want to be in the bad books of?

she taps a finger on her lips

It's hardly my finest work, but it may save us a fight that would otherwise risk lives and property damage which could hinder our goal. That said, my backup plan is to slay them as soon as they board...

she turns to everyone else

Thoughts?


Albrέkt makes little attempt to hide his dislike for the open sea, and oft spends daylight hours huddled in sickness. The unholy warrior only recovers at night, where he keeps presence as a pallid sentinel at the knarr's prow.

On the approach of the other ship, the large wretch shuffles to peer at the incomer from beneath cloak and furs.

From beneath cloak he harshly whispers his musings to one and all:

"Ja. Der noble tale is vun. So is der Plage Ship... Ve bandage ourselves und varn zhem from boarding... If ze do board to administer heilen ve can butcher zhem or capture der heiler..."


I would suggest you google knarr to get an idea of the kind of boat we are talking about. Not to dissuade subterfuge, but you can't hide the fact that you are loaded down with dozens of crates.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

”This will be a nice trip indeed!” the woman says, not bothered by the exposure she’ll have to endure with the crew and the others.

As the ship approaches Ember tries to convince Lucetta against running. ”Sister,” she says using the circlet to change her dress, to resemble a nun habit "The pious always believe in the word of god. This is a holy mission, we are talking supplies to those that protects us from the north." she says then adds ”Also, remember that women are not that common on the army…”


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Scratching his head Arthur contemplate the suggestions. "Are there any one fighting North of the wall? I am only asking, because we just passed the watch wall," he asks. Having voiced his own thoughts, he turns to his new armour and begins donning it. I am going to need this no matter what, he tells himself. Suddenly the thought strikes him what about the amulet the cardinal gave them. "Could the knight's amulet be of use here? He was after all a knight of the Alerion," he suggests.


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Ah the circlets, of course! Lucetta's eyes light up.

Yes Arthur, well done the amulet will be of use too! Let us assume the facade of a knight and holy women, taking supplies to those fighting on behalf of Mitra beyond the wall!

Donning her own circlet, Lucetta's visage shifts to a plain woman, with garb to match that of Ember's, a nun's habit.

Now Arthur, can you shift to look like one of those idiot knights to help us with our ploy?


Forgot to ask GM Fang - do the "newcomers" to the group also get provided with a circlet?


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

"I can try," he says and concentrates intensely. A single drop of sweat makes its way to his brow before the transformation occurs. His stature changes little, however his faces gains a few years along with a short beard and longer hair, a single scar forms on his left cheek. Over his armour the talbard of the knights of the Alerion appears. "Now if you would pass me the amulet?" he asks and continues: "I think this will do? What should I do when they come closer?"


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

I assume we also have the circlets, since they feel fairly critical to the plot?

Earlier, when Kaynen donned his circlet:

Kaynen waited leisurely while Tiadora presented the circlets. Since their "fitting", his mind had been running through a multitude of calculations as to what the cardinal might be planning.

His first thoughts were of a circlet that would allow some form of control for their benefactor - charms and compulsions were two types of enchantment that Kaynen had studied, but surely the cardinal would know better than to attempt that?

His second thought was that perhaps they might serve as some sort of scrying device. If worn, their benefactor could saunter up to a mirror somewhere in his manor, concentrate on the wearer, and see everything they could see.

Now, upon seeing their properties, a mix between illusion and transmutation, Kaynen admired their potential usefulness.

Why not simply outfit us each with a circlet that would allow us to take a multitude of forms? Why restrict us to this notion of our "good" or "harmless" self?

Kaynen will assist Lucetta's attempts at bluffing when the opportunity presents.

Kaynen glanced over at the mirror at his unaltered form.

I am already good and virtuous, I just don't discriminate on my methods. It's the blasted Mitrans that are corrupt in their righteous pomp.

Seeing the pageantry unfold as each member of the Forsaken donned their new gift, Kaynen sighed and indulged the audience, placing the circlet upon his brow. He turned to study his new "self".

He noted his ears were less pointed. More rounded. More human.

His hair seemed slightly shorter, but it was still cut in a youthful style, something you'd expect from a scholar or musician. It's color was largely unchanged, perhaps a hint of auburn, nothing more.

Kaynen smirked. His reflection was not so unfamiliar.

Something was amiss.

The reflection failed to smirk back at him.

Seeing the others donning their "disguises", Kaynen reached into a coat pocket, retrieved and donned his circlet.

Surprisingly, little seemed to change about the half-elf. His hair perhaps appeared a little shorter. His ears seemed a little more rounded. His clothes remained fashionable, of a style worn by noble youths.

However, for the first time since you all met him, Kaynen was no longer smiling.

Fetching a mirror from another pocket, Kaynen studied himself.

"Blasted circlet! You'd think it would start working one of these days. It makes me look... ill and unpleasant."

Glancing out again at the ship closing in on them, he looked to the cargo.

"I agree. Assuming these are more holier-than-thou Mitrans, we will simply tell them these are supplies for their kin."


Most people working for the Cardinal have the circlets, so yes all of you have one. They basically function as a hat of disguise

While you scramble to plan your ruse, the ship continues its approach. As it nears you readily identify it as a Mitran patrol boat. Kargeld curses under his breath and loosens his axe. "We can't out run her and there's no way they'll let us be without searching our cargo. One look at it and they’ll know us for exactly what we are – weapon smugglers."

Soon you can make out the shapes of fourteen men on the approaching ship. A voice calls out, "Heave to in the name of the King."

Kargeld and his men comply, slowing the ship and awaiting the approach.


Albrέkt uses his own circlet to assume the form of the youth he once was; a lanky squire to compliment Arthur's weathered knight.

"Old skin. Toten skin..."

The squire stoically casts his eyes upon the approaching patrol boat.


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

As the men near the side Lucetta's facade shifts completely, becoming meek and submissive, barely even able to look up enough to address the man in the patrol boat

If it please thee, we're on a mission of utmost import milord, forgive my impropriety in speaking for the gracious sir knight, but this is a task set and supported by those of the Mitran faith.

she pauses to gesture the holy symbol of Mitra in the air

These brave men have volunteered to scout beyond the wall, to lay down their lives for the greater good of the kingdom, risking all to bring back information about the enemies of the kingdom

she lets this sink in a moment

Please sir, we must be quick in our crossing and quiet, lest the enemy spot us and our mission be a failure before it even starts!

bluff: 1d20 + 11 ⇒ (13) + 11 = 24


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Kaynen, no longer smiling since his donning of the circlet, continues to at least appear confident and unconcerned with the unexpected "inspection".

He considers a variety of roles from theatric performances, before deciding that he will play the part of the minor noble, the son who seeks his father's approval, the possibly guilty party for acting brashly and ommitting any necessary paperwork in his quest for parental acceptance.

Kaynen's demeanor shifts slightly to concern as he steps up to assist Lucetta in the ruse. As he looked at the sorceress, he realized she had invented name yet.

"Nay, my friend. Failure is not an option."

Kaynen allowed his eyes to set on their cargo.

"We will win this battle, and I will obtain honor in the eyes of my father."

He then turned to the man in charge.

"How can we help you expedite your inspection?"

Bluff (aid Lucetta): 1d20 + 7 ⇒ (6) + 7 = 13


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Thinking it best to leave the deception to those more proficient with it Arthur remains as calm as he can and says nothing as he moves closer to Lucetta and Kaynen trying to show the support of the knightly order.


The smaller boat pulls alongside. You see that most of the soldiers have nocked bows at the ready. A gangplank is run out. The captain and four of soldiers come across.

"Scouting party, eh? That might explain why you're sailing with this foreign filth. Personally, I would have picked a faster ship. This one seems pretty weighed down, what with all these crates here. But far be it for me to get get in the way of official King's business. You wouldn't happen to have any documentation to back up your claims? Writ of passage, perhaps? I don't want to hold you up, but rules are rules."


Conditions: Currently Sickened due to daylight

Albrέkt also stands by his "master" - the lanky squire looking a little green around the gills...

"Indeed some would share your misgivings on the crew sir, yet these Northerners know these waters and its hazards, and the presence of a Knight of Alerion is deterrent enough to their savagery!"

Bluff: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Papers? Oh! I had forgotten! Excuse me a moment, I do so hope we still have them. There were some rough seas and several of our satchels were washed overboard, I fear our official pass was amongst them...

Lucetta makes a show of looking for the papers

bluff: 1d20 + 11 ⇒ (9) + 11 = 20


Sense motive: 1d20 + 4 ⇒ (11) + 4 = 15

"Well that can happen to the best of us. Why don't you just give me your names and we'll leave it at that." He calls over to the men still on his ship, "Midgely, grab the logbook and some charcoal and bring it over."

When the sailor comes over, he begins with taking the names of the captain and crew.

One person can answer for everyone. One more successful bluff and we're through.


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Kaynen mocks relief at the captain's understanding.

"You sir are an asset to Talingarde and this delivery will cement my family's reputation as honest providers to our best fighting-men."

Kaynen leans over the logbook and points at it, reciting his presumed surname first.

"Strachey."

He then gestures again.

"Levi."

Bluff (assisting Lucetta): 1d20 + 7 ⇒ (6) + 7 = 13


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

You are a kind man, and will be in our prayers this night

Lucetta smiles beatifically at the man

As well as the kind master Strachey, we are sisters Castitatis and Caritate, led in our endeavor by the brave Sir Frangit

She patiently waits for the names to be written down.

bluff: 1d20 + 11 ⇒ (13) + 11 = 24


Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15

"You get all that Midgely? Good. Alright, I guess we are done here. We'll file this the next time we're in port. You should make sure to check in with the harbour master at the Watch Wall when you make your way back. Sisters, Sir Knight." With a few nods of farewell, the Captain and his crew make their way back to their own ship and shove off. The smaller ship pulls away and continues on its patrol.

Kargeld lets out a long breath, "Well that was lucky. Wonder how long it'll be before they start sending patrols for a missing knight and pair of sisters." Turning to the crew he starts barking orders to get the sails raised and the ship moving again.

Feel free to RP, but I'll set up the next encounter

A few days you catch sight of several fur clad men paddling seal skin kayaks. They wave a hello and start to paddle towards you.

"Yatuk tribesmen," Kargeld says. "Bunch of northern savages. What do you want to do?

Know local (DC20):
The Yutak are no friends of Talingarde and are not follower of the Mitran faith. While not a particularly violent people, they are famous for their family loyalty and their vendettas.


Once the patrol ship is out of sight, Albrέkt sheds the form of the squire and returns to the true visage of hulking wretch.

"Ve should find out vhat zhey vant. Der Norden can bring unexpected gifts Ja? It vas heir vhere I received das kuss of Der Hunger..."

The antipaladin flashes his wreck of a smile.


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

When the Talingarde soldiers leave the ship Arthur finally breathes freely again. After returning to his normal self, he smiles tiredly at the rest of the Cardinal's chosen. "Well done, I thought we would have had to fight them and those archers didn't favour us," he remarks.

With the Yatuk
Unsure about how to proceed Arthur strings his bow and begins donning his armour, while looking to the rest. "I have never heard about them before, are they dangerous?" he asks


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Lucetta waits benevolently smiling, until the boat has made its way back to the patrol craft. The nun's habit and smile melt away like ice in hot water

Proof that having a good heart will bring nothing but pain to those you care for, what a fool...

she says of the departing official.

Kayaks

I don't know these people either by reputation or experience, have we ought to gain by stopping to parlay? Hmm, perhaps they can tell us if there is anything to be aware of further along the coast, but I suggest we conclude our business and move on quickly...


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Continuing with arming himself Arthur suggests: "Perhaps you or Kaynen should speak with them, I'll keep my bow ready just in case."


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Lucetta calls out in common

Ahoy there kayak, state your intent!

her fingers are already moving in the intricate dance of dweomer -weaving, ready to throw a spell the second there is hostile intent displayed.


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Know Local: 1d20 + 11 ⇒ (4) + 11 = 15

"Hmmm..."

Kaynen strokes his chin as he squints at the kayaks paddling towards them.

"Not sure I recognize their garb. Might be friend or foe."

Kaynen steps up next to Lucetta and gives the sorceress an admiring smile, clearly appreciative of her honeyed tongue.

There's nobody the two of us cannot befriend...


The kayaks come a little closer and you can see that they are laden with seal furs and ivory tusks. One of the group calls out in halting common, "We trade? Fur and tooths for iron yes?"


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

Looking to his companions Arthur asks: "Do we need this? This is not a trade mission. Do you think they have informations instead?"


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Quietly so only those onboard can hear, Lucetta

I'm not sure we have iron to spare, everything in the hold is spoken for by order of our mutual Lord, which makes this a diversion we can ill afford

she tilts her head to the side as she thinks

Unless anyone has anything personal they want to trade with these folk I suggest we avoid them...


HP 32, AC 22, T 12, F 20, CMD 20, Fort +6, Ref +5, Will +5, Init +3, Perc +5

"I have nothing to trade," Arthur states leaving the rest free to parley as they prefer.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Ember for the most part stay quiet.
She isn't good at talking and making friends, if it comes to blows, then she is in her domain.


Albrέkt stoically listens, then speaks his in pained whisper;

"If der iron kann nicht be traded, ve have little to offer zhem save der gift aus death..."


Female Skinwalker Alchemist 5, hp 43/43, AC 20|T 14|FF 16, F +6|R +8|W +1, Init +4, Perception +10 low-light vision
Skills:
Acrobatics +15, Craft (alchemy) +10, Disable Device +12, Knowledge (nature) +10, Perception +10, Spellcraft +10

Lucetta nods

Very well then

she cups her hands around her mouth so her voice will carry as she shouts

Thank you for the offer but no trade! Turn back!


With a shrug and a wave of farewell, the tribesmen paddle away and continue their voyage south.

You own voyage north continues as well. A week later and the weather starts to turn for the worse. An unseasonable cold snaps blows in from the arctic and brings with it a light flurry of snow. The sea slushes up and the ship's progress begins to slow. Torches are lit even in the daytime, both to try to improve visibility and for the meager warmth they provide. The sailors begin to mutter darkly about the weather. Everyone is cold and miserable.

Then one night you awaken to shouts of "Ice demons!!" from the sailor on the night watch. You awaken to see four creatures made of swirling ice climb over the sides of the boat Know(planes) DC12: ice elementals and there is a mischievous cackle of glee from the mast above.

Darkvision and Perc DC22:
You see a small winged creature sitting atop the swaying mast.

WOTW:

[spoiler=Initiative]
Ember: 1d20 + 3 ⇒ (12) + 3 = 15
Arthur: 1d20 + 3 ⇒ (9) + 3 = 12
Lucetta: 1d20 + 2 ⇒ (3) + 2 = 5
Kaynen: 1d20 + 2 ⇒ (9) + 2 = 11
Albrekt: 1d20 + 0 ⇒ (7) + 0 = 7
Baddies: 1d20 + 2 ⇒ (12) + 2 = 14
6 kargeld
7-12 sailors

Combat
15 Ember
14 Baddies
12 Arthur
11 Kaynen
7 Albrekt
5 Lucetta

Botting Ember due to travel

Ember jumps to her feet and fires a bolt of flame into one of the creatures

Perc: 1d20 + 11 ⇒ (2) + 11 = 13
Firebolt: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

DM dice:
Randomizer: 1d12 ⇒ 8
Randomizer: 1d12 ⇒ 9
Randomizer: 1d12 ⇒ 2
Randomizer: 1d12 ⇒ 10

3 of the elementals fall upon the sailors and one strikes at Arthur. I am assuming people are starting prone and don't sleep in armour. I do assume you have your weapons near at hand.
Attack vs Sailor: 1d20 + 4 ⇒ (6) + 4 = 10

Attack vs Sailor: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (1) = 4

Attack vs Sailor: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 + 1d3 ⇒ (4) + 1 + (3) = 8

Attack vs Arthur: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (1) = 4 DC12 fort save or staggered for 1 round

Everyone is up

Ice elementals x4:

AC 16, touch 10, flat-footed 16 (–1 Dex, +6natural, +1 size)
hp 13/13 x3 9/13
Fort +4, Ref +2, Will +0
Immune cold, elemental traits
Weaknesses vulnerable to fire
OFFENSE
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +4 (1d4+1 plus 1d3 cold)

Special Attacks numbing cold (DC 12)
Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round.

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