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  1. - Top - End - #901
    Bugbear in the Playground
     
    DavidByron's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Zan, Durx, Dragutin, Dermir and two Azer are fighting eight goblins (Zan and Dermir are grappling in the dirt with three of them).

    goblin grappling Zan - (1d20-3)[-1]

    Dragutin vs goblin - (1d20+8)[20], possible damage - (1d8+3)[6]
    Azer1 vs goblin - (1d20+4)[18], possible damage - (1d8+2)[9], +1 fire
    Azer2 vs goblin - (1d20+4)[23], possible damage - (1d8+2)[6], +1 fire

    Three more goblins killed with axes, and Zan manages to stun the goblin he is wrestling, stand up and untangle his scythe. It looks like this part of the battle is as good as won, with just two goblins left standing facing six.
    Last edited by DavidByron; 2010-08-19 at 05:44 PM.

  2. - Top - End - #902
    Bugbear in the Playground
     
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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    A separate little fight has broken out against Finde -- Marko, Kyte from one direction and out of nowhere, Sandra with six "dogs" from the other side (though only two "dogs" get in the fight this round). Finde is obviously highly skilled at dodging blows, but it's one against so many.

    dog1 vs Finde - (1d20+4)[19], possible damage - (2d4+1)[6]
    dog2 vs Finde - (1d20+4)[20], possible damage - (2d4+1)[5]

    First Finde dodges Kyte's attack, then he dodges Sandra's heavy swing. But as he gets completely surrounded he is hit first by Marko and then by both "dogs".
    Spoiler
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    He has an AC of 19 mostly from very high dexterity. You all get flanks from now on and Marko can roll an extra 1d6 from sneak attack. I make it 17 hp damage so far against him.
    Last edited by DavidByron; 2010-08-19 at 05:54 PM.

  3. - Top - End - #903
    Bugbear in the Playground
     
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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Finde save vs DC 11 or start burning - (1d20+6)[23]
    Finde save vs DC 11 or start burning - (1d20+6)[25]

  4. - Top - End - #904
    Bugbear in the Playground
     
    DavidByron's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    You can see that the other two areas of fighting are going well enough, but by no means already won. To your right about 60', a mass of about two dozen goblins is busy fighting against about a dozen "dogs". The goblins are doing well but the Azer handlers are just now joining the fight, coming over the lip of the crater. To your left about 30', the Baron's retinue continues to lay into the ogres (several are burning), but it looks like all the goblins in that fight are now dead by Azer axes.

    Finde drops his bow and draws his longsword in a smooth action. He seems a little unsure who to attack and in the end uses his weapon just to try and defend himself, perhaps hoping that the battle will be won by his ogres, if he can hold out.
    Spoiler
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    Full defence +4 AC, makes his AC 23 - the same as the Azer. But remember you have a +2 flank and a +1 from Dravick's song. I think we'll go for one more round of fighting perhaps. I'll figure out what is happening with the ogres vs Baron's retinue too, but in the OOC thread.

    Round 3: everyone can take actions again. Zan is no longer grappling (unless he wants to be). The specific area of the fight with the Adventurers actually has very few enemies standing now so if you want to stand off 5' to cast a spell or shoot at something that is fine.


    Two of the eight ogres are down, two others burning badly. So far as you can see nobody in the Baron's retinue is down, or even hurt badly, and no Azer or Adventurers either. OK this battle just officially became a rout.

    Except that none of the enemy show any signs of giving up.
    Last edited by DavidByron; 2010-08-19 at 06:36 PM.

  5. - Top - End - #905
    Barbarian in the Playground
     
    MK Kilmarnock's Avatar

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    Default Know when to give up!

    Zan yanked his scythe free, panting as he stood over the goblin. He raises his scythe as if to strike, but stopped short of an actual hit. Even if the thing tried to kill him, he had caused far too much bloodshed today.

    "Pl-... PLEASE... Please please please, d-do NOT make me k-kill you!"


    Spoiler
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    intimidate - (1d20-1)[18]

    If needed...

    attack - (1d20+4)[5]
    damage - (2d4+2)[7]

    Edit: Let's... hope that intimidation works, because apparently, Zan hates it when I try and make him fight.
    Last edited by MK Kilmarnock; 2010-08-20 at 07:45 PM.
    The universe's least interesting world is this one. Yay for imagination!
    Avatar by the amazing Shades of Gray

  6. - Top - End - #906
    Bugbear in the Playground
     
    DavidByron's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Spoiler
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    Zan gets a +4 for larger size and a further +2 circumstantial bonus. The goblin can't roll as high as 24 with just 1d20+2.


    The goblin says something in goblin but makes no sign to try and get up or to pick up his fallen morningstar (it appears to have no other weapons, consistent with other goblins you've defeated). Success! Does this mean the goblins are not so deeply under the Elf's control as it might seem?
    Last edited by DavidByron; 2010-08-20 at 09:05 PM.

  7. - Top - End - #907
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    Akyana's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Sandra was frustrated that she missed as she bends to the side allowing her to make a wide arc over her head, to make sure she didn't hit any friendlies before bringing her sword back to hit the elf

    Spoiler
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    attack - (1d20+11)[26]
    confirm crit if needed - (1d20+11)[29]
    damage - (2d6+4)[10]
    Sandra -Character
    Podarge -Mount

  8. - Top - End - #908
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    Daryk's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Marko

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    Sorry for the delay... I had some computer trouble that appears to be fixed now. Here's some sneak attack damage for Marko:
    (1d6)[4]

  9. - Top - End - #909
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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Sandra manages to smash past Finde's technically excellent fencing defence.

    Finde turns to face Sandra in shock as if to say, "this little four foot nine inch girl actually knows how to use that ridiculously large sword??". He raises his thin blade against Sandra and then falls to the ground, bleeding from several wounds.

  10. - Top - End - #910
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    Daryk's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Marko

    "Kyte, secure Finde or his corpse. Sandra, the Baron needs our help, let's go!" Marko said quickly, pointing with his dagger.

  11. - Top - End - #911
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    DavidByron's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

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    Well so much for that last minute gambit, the old "pretend to be dead" trick. he had a couple of HP left and the situation seemed pretty hopeless.

    Kyte carefully approaches the body as suggested, and discovers that the Elf was faking his death!

    This situation is rapidly remedied. As he approaches the body, Kyte kicked it (unresponsive) and crouched with his weapon at the "dead" persons throat. At this point he notices the body is alive and Kyte executes a coup de grace at the same time as the Elf tries to reach for a dagger. Very dead now.

    The dagger has the look of a ceremonial decoration on it. In fact it is a design Kyte and the Adventurers have seen before on servants of the "master". Or at least the two sisters that had been working for him each had one.

    With their leader down the goblins, on the left, seem willing to surrender (if anyone makes the offer and the Azer won't) whereas the ogres seem to be fighting for themselves. The ogres are rapidly dispatched between the fire elementals, the Adventurers and the Baron's retinue.

    The battle for Khorinis is over.

    Dravick rejoins you in a few minutes and can report that the fight over the prison went well too.
    Last edited by DavidByron; 2010-08-23 at 12:05 PM.

  12. - Top - End - #912
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    Daryk's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Marko

    Marko congratulated the Baron on a battle well fought, and thanked him thoroughly for his assistance. He offered to sing a healing hymn to help Zan restore any injured among the victors, then proceeded to retrieve his flung dagger, where ever it ended up. Upon receiving Dravick's report he said, "Excellent work, Dravick! I knew we could count on you. Your song carried all the way to the battle here, and was quite a help, too! I think our Azer allies are about to depart, if you wanted to add a farewell of your own."

  13. - Top - End - #913
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    MK Kilmarnock's Avatar

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    Default This is some Afterparty.

    Zan would be more than happy to play a human box of bandages, but he still had a prisoner. He was glad that he didn't have to do as much killing as he predicted, though there was still a lot of death... far too much death. It was a shame Finde could not be saved.

    "C-Can I get... a little help with this one?"
    The universe's least interesting world is this one. Yay for imagination!
    Avatar by the amazing Shades of Gray

  14. - Top - End - #914
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    Bonecrusher Doc's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    After Finde's playing dead, Kyte looks around carefully for any other signs of treachery.

    Spoiler
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    Please roll Spot check and Sense Motive for me as necessary.
    Last edited by Bonecrusher Doc; 2010-08-27 at 06:41 AM.
    Thanks to Daryk for the Paladin avatar. Darius Sungold. 1648 OOC.

  15. - Top - End - #915
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    DavidByron's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Aftermath
    The Azer return to the Elemental Plane of Fire the same night. The Baron orders that the portal remain open until Khorinis has sufficient guards to defend itself, but he is in a hurry to get back. As the elementals leave the braver citizens of Khorinis venture forth to find out what has happened. The former Lieutenant of Khorinis is released from his cell at the prison, along with some other political prisoners including the young Mr Mason, Old Mr Mason's son. The former gatekeepers who betrayed the city are arrested by a hastily put together group of volunteers led by the "resistance".

    Spoiler
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    Khorinis is ruled by a Lieutenant. The title dates from when Khorinis was ruled by Bridgeport (then called Zarif) as part of the Afran nation, many centuries ago, even before the Vanorians.


    Next day:
    The next morning the Adventurers hear from Matthew, through the mirror, that Ulysses and some other Guild Adventurers should arrive within a day or two with some soldiers and the former and now reinstated Marshal of Bridgeport, Marshal Picket. This is the guy who held that office under the old Doge, Aloysious III, before he died and was replaced by Argos the head of the weavers. Anyway now that Bruce is Doge he had sent Ulysses out to track down Picket and offer him the job.

    Matthew:
    But it's political. Try and smooth it over. Khorinis has long been fiercely independent and this might look like Bridgeport trying to take it over. But under the circumstances... a big hole in their wall and few guards... But what am I talking about? You guys are the heroes. And Marko and Dravick could talk a donkey out of its ears.

    Matthew also reminds Marko that the Guild isn't the military "yet" and he doesn't have to take orders from Picket, but you get the impression there's been some, let's say "disagreements" about how much Bruce, the former guildmaster of the Adventurers, can use the Guild as a sort of special ops force / flying squad, especially as Bridgeport hurries to mobilise its forces against the threat of the Goblins army.

    Sandra goes looking for her horse and finds two. The extra horse is powerfully built, white and grey, male. A war horse, but with no tack or saddle. The "horse" speaks to Sandra.

    "Horse":
    The Lady Irmak sends you greetings, and in gratitude for the great service you rendered her, I am to be at your service for a length of one year and one day.

    The "horse" is a water creature of some sort, that is able to take the form of a horse on dry land. It speaks a little common and Aquan. Apparently the gift is to all the Adventurers participating in the release of the Lady Irmak from her contract, but it seems to take to Sandra, who in any case is the only real professional horserider of the group.

    Refugees who had run from the goblins start to filter back into the city.

    Day Two:
    Ulysses and Picket arrive. With them are a few more Guild Adventurers you recognise; Vlax (the dwarf), Berwin, Sharn and Victor. About two dozen rough looking warriors are with them. You don't recognise them but apparently they were with Picket. Some sort of rangers? They all arrive on horse except Vlax who is on a large dog (and rather grumpy about it). You have some time to catch up and exchange stories. Ulysses, Picket and the Lieutenant go off and talk business while touring the city walls.

    Spoiler
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    I suppose its not important what they got up to precisely but it seems that when they tracked down Picket near his hometown, he was taking part in local festival whereby the local warriors hunt a monster that re-appears each year. The Adventurers helped Picket and his warriors see the creature off... at least for another year. Some of the local warriors then agreed to come and Bridgeport in its time of need, though they ended up at Khorinis as it turned out.

    It is decided between them that Picket will head for Bridgeport escorted by the Adventurers who took part in the Battle for Khorinis, while Ulysses' team remains at Khorinis with the wild looking cavalry they came with. There are spare horses, though not more than the one dog for the gnomes. It is explained to Picket that it would be faster by ship what with Marko being able to conjure up a good wind and all, but he says he wants to see the lay of the land between Khorinis and Bridgeport.

    Dragutin elects to stay with Ulysses, leaving Vlax's riding dog for Marko.

    The damage to the Western part of Khorinis is substantial, but fortunately that area of the city was mostly under-used docks. The Timber river docks are basically wrecked as is the wall for several hundred yards. The Harvest river docks in the North, had already become the main docks though, and mostly the Timber river docks had been used by farmers to tie up their rafts, which are used locally to reach the farm holdings (mostly rice) on the far bank of the Timber. Before the occupation the rafts would go back and forth in numbers but under the Goblins they were mostly grounded. As a result there were no casualties when the ground collapsed over the area of the ancient dungeon. An odd whirlpool of some strength has formed off the bank where the docks were, and is a likely hazard to river traffic. Perhaps something to do with the old watery realm beneath the city?

    Spoiler
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    Re. hazard to traffic: Not a big deal; they just rope it off and put some warning bouys down. It's a big wide river with space to pass the hazard. But in later times, after the Adventurers are all gone home, you might hear of some odd tales about that whirlpool and someone who knew someone who heard about a sailor who was sucked down into it, to a strange watery subterranean world with strange creatures inhabiting it, and even more strange worlds beyond that....

    There is a celebration in honor of the Adventurers that night. It seems Marko has gained the reputation of having been the captain in charge of the battle, but Dravick is the one approached more, especially by women, with questions about his singing. It seems all of Khorinis heard his voice that night. In Bridgeport it is called "The Battle of Khorinis" but in Khorinis they come to call it "The Night of Song and Flame".

    Zan is able to refill his flask! He is troubled little by the usual odd sensations from his scythe, but is becoming aware that there are (at least) two spirits within it now. Perhaps they are arguing amongst themselves instead of bothering him?

    Day Three:
    Early in the morning, Marko, Dravick, Sandra, Kyte, Durx, Shiela, Althea, Amethyst (the new girl) and Marshal Picket set off to Bridgeport on horseback. Kate, the pink-clad fire-starter, is not found, but in looking for her, you discover the portal to the Elemental Plane of Fire is now closed.

    The journey home is uneventful.
    Last edited by DavidByron; 2010-08-30 at 01:12 AM.

  16. - Top - End - #916
    Bugbear in the Playground
     
    Daryk's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Marko

    At the dinner, Marko made sure to thank everyone who contributed to the battle, especially the local resistance fighters (though not by name). He was as brief as possible, and turned the floor over to Dravick when he finished.

    Before departing Khorinis, Marko made arrangements for the Sampo to be notified of the change of plans. With the likelihood of Sampo reaching Bridgeport before himself, he crafted a brief proclamation for the refugees:

    "Citizens of Khorinis residing in Bridgeport:
    Know that I, Captain Marko Ratkotruljevic, with the assistance of the Bridgeport Adventurers' Guild and your loyal sons and daughters, have fulfilled my oath to free your city. Much work remains to repair the damage done by the invader, but those who betrayed Khorinis to her enemies have been brought to justice.

    (Signed)
    Marko Ratkotruljevic
    Captain, SS Sampo
    Bridgeport Adventurers' Guild"

  17. - Top - End - #917
    Dwarf in the Playground
     
    Akyana's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Sandra is glad to find Podarge and was surprised to find another horse as well. She jumped back when it started talking and was quite confused So what are you capable of besides talking, also what kind of services are were you ordered to provide? she was nervous as she never really dealt or made deals with anyone let alone individuals who were not of this plane. She wanted to be sure there were no strings attached to this service.
    Sandra -Character
    Podarge -Mount

  18. - Top - End - #918
    Bugbear in the Playground
     
    DavidByron's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

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    Reposting this comment from the OOC thread:
    http://www.giantitp.com/forums/showt...11#post9254111

    The "horse" says it can also turn into a pool of water, or a sort of vaguely humanoid water elemental form of large size. It can carry it's rider across water easily, or under it. It can fight but not so well away from the water. It doesn't seem too smart... but it can carry on a conversation.

    As for Lady Irmak the creature says she and the elementals will have left Khorinis by now, although they stayed on until after the crash (the quake didn't have much negative impact on the tunnels of water under the dungeon). So the whirlpool is probably the work of the new tenants; the Lady Ahto's folk. "She" has long had "her" eye on those tunnels, apparently. A long time in the past, the caves beneath Khorinis connected to the River of Life, so perhaps they will do so again.

    (The River of Life is something famous and mystical enough to be right up the bardic street for knowing about so I'll go ahead and say that it is a para-elemental plane; specifically it is a transitive-elemental plane of water which connects the Plane of Water, various Material Planes and, it is said, various but not all Outer Planes. It takes the form of a river, the Delta of which, flows into the Elemental Plane of Water, with tributaries coming from other Planes, though tales say it is hard to navigate accurately and folks often get lost, before finding their way home).

    As with Lady Irmak, you get the impression the water creature is leaving some things unsaid, though not out of malice. Perhaps it is the way of these creatures.

  19. - Top - End - #919
    Orc in the Playground
     
    Thymin's Avatar

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    Default Re: Adventurers' Guild 2: Cap'n Marko and the crew of the Sampo

    Dravick:

    Having made such an impression with the Azer, Dravick decides that it would be remiss to lose all contact with them and he ventures forth into their realm with the aid of his new sword. The irony of the fact that he wasn't very good with it was not lost on him. He retrieved a token that would allow the creation of a portal back to the portal room, though he knew that he would not soon be able to use it. He gave his thanks and said his goodbyes before leaving and vowed to return when he was able.

    During the celebration in their honor, Dravick enjoys the limelight. Especially the attention from the women. He tells the tale many times over the course of the evening, with minor embellishments and various details filled in after each telling, by the end of the evening it had become a fairly well-polished sonnet that worked equally well spoken or sung. He had committed it to memory and written a jaunty tune to accompany it by evening's (and wine bottle's) end. Waking from an evening of carefree fun, and with a hangover of epic proportions, Dravick prepared to embark back to Bridgeport with his compatriots.
    GENERATION 14: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.

    Current Characters:
    Dravick: Human Bard - Adventurer's Guild - Team Badger/Otter

    Custom Dravick avatar by Shades of gray.

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