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AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Monday April 27th, 2015 9:32:51 PM

Tinker knows Nikolai is as good as he is for stealth and is faster to boot. So the dwarf gives Michael a look and fades back to be with Prudence. "Can't have anyone alone, right Beanpole?"

Prudence Gundle (Kathy) 
Monday April 27th, 2015 9:45:38 PM

"Well," Pru says, "it's nice to have company. Though I'm sure Jasper will catch up soon."

She sighs. "Maybe someday I'll be able to teleport us all. That will save a lot of walking around."

DM Warren - On the road again 
Tuesday April 28th, 2015 6:36:58 PM

Jasper can't identify the exact sources of the men's distress, but from the symptoms, it doesn't seem to be any disease. In fact, it looks like they just have a bad case of food poisoning.

Once on the road, it doesn't take him too long to catch up to Pru and Tinker. Night falls, and the Agents gather themselves out of sight of the wagons and ruminate about the hardships of long walks and fireless nights.

let me know if Tinker is scouting with Pru's spells and such

AC 24 Touch 11 FF 23 CMD 18 HP(56) 51/51 Jasper Steelfist (David Feest) 
Tuesday April 28th, 2015 7:49:36 PM

Jasper is ashamed of his lack of ability in figuring out what ailment sidelined the troopers. Even with the limited information he was able to gather he feels sure it was planned.He rides to catch up with Prudence and stands ready to follow the Fist tomorrow. If needed he will help stand watch on the nighttime activities of the caravan. He asks if it is prudent for him to pray to Flower for silence, which silences quite a large area, or lesser restoration so that any scout keeping watch during the night can be refreshed in the morning.
(showing silence prepared, but I can swap it based on the groups consensus. I personally think we need the restores for whomever is spending the night watching the caravan.)

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used

OOC
Dang it. I could have used calming touch to remove the sickened condition from those troopers. Thankfully I read it and I CAN use it to remove the fatigued condition, so no discussion needed about spells, I will keep silence prepared.
DM, will that allow the touched person to travel afterwards without rest, or will they still need to sleep? Same question for Lesser Restoration.

DM OOC: Yes, removing fatigue negates the need to sleep. It does not allow arcane casters to prepare spells though.

Prudence Gundle (Kathy) 
Tuesday April 28th, 2015 10:05:31 PM

"Well, my Invisibility spell only lasts about 5 minutes," Pru admits. "So it's not really a long-term solution. We should keep it in mind, though, if somebody needs to get closer to the caravan for a bit."

"Just remember that we can't cast spells inside a Silence," Pru reminds Jasper. "Though I may still be able to use my elemental ray."

[OOC to DM: I've had DMs rule both ways on this. Can Pru use a spell-like ability inside a Silence?]

DM OOC: As long as there is no verbal component.

AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+9=19 ;
Tuesday April 28th, 2015 10:09:15 PM

Tinker doesn't ask Prudence for any spells, since he is walking with her and not scouting ahead. He welcomes Jasper back, frowning in thought. "No need to jump to conclusions, but it is looking that way."

Tinker takes the night shift to keep his friends safe.

Perception: 19

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 38/38 CMD 22/24(Grapple)  d20+30=49 ; d20+12=26 ; d20+10=12 ; d20=3 ;
Tuesday April 28th, 2015 11:51:59 PM

Nikolai agrees that the ailment suffered by the other Fist members is suspicious but could be explained. Unfortunately time would not allow a more detailed investigation. "We will just have to leave it at that for now," he reluctantly admits.

Nikolai is still curious enough to volunteer getting a close look at the camp. With Invisibility and Silence spells cast on him he moves into a position close enough to be able to overhear any conversation but remain hidden behind a rock or tree when the spells wear off. He will listen in until the camp settles down for the night and then returns to his own camp.

Stealth + 30 (approaching their camp) = 49
Perception +12 (listen in on conversations) = 26
Stealth +10 (leaving) = 12. oops, hopefully he chooses a time when the sentry looks away.

OOC: if it looks like Nikolai is heard when leaving, he will make a howling noise like a wild dog and run full speed (80') away and keep going, in the opposite direction from his own camp.
Bluff = 3

OOC: he certainly would not try to leave while Helmbane is on sentry duty, but one of the human Fist members.

DM Warren - On the road again 
Wednesday April 29th, 2015 5:14:31 PM

Nikolai has no problem remaining unobserved while he approaches the camp. It's a little bit boring waiting until the silence wears off, and he almost jumps out of his hiding spot when the noises suddenly come rushing back. There is little to be heard from the camp, but he can see several forms sleeping on the ground around the embers of a fire. It is too dark to make out exactly who is on watch.

Nikolai stumbles a bit when he leaves, and he lets out the best darn wild dog imitation he can before hunching over and running full tilt from the camp. roll perception for your midnight run.


AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+9=22 ;
Wednesday April 29th, 2015 5:38:06 PM

A wild dog howls in the night while Tinker is on watch. It brings him to full alertness. He doesn't try to stare through the night, but let's his eyes unfocus and he feels the environment around him, alert for something out of place.

Perception 22

Prudence Gundle (Kathy) 
Wednesday April 29th, 2015 10:15:40 PM

Pru takes a watch if she needs to, and otherwise spends a peaceful night.

In the morning, she casts extended Mage Armor on herself, and on Nikolai if he's in camp. Otherwise, he'll have to make do without it. :)

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+37=46 ; d20+12=18 ;
Wednesday April 29th, 2015 10:45:58 PM

ooc: sorry guys, I planned on posting yesterday, but got involved with other things.

If Michael is going to watch the camp, he will have invisability and silence cast upon him. He will find himself a good hide near the camp, but out of sight of the campers so that when the spells wear off he is hidden. he will then watch the camp all night for evidence of pilfering. if the hide seems good, he lets the camp move off of him, rather than risking detection by trying to extract.

stealth d20+17+20 = 46
perception. d20+12=18

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 38/38 CMD 22/24(Grapple)  d20+12=25 ; d20+12=31 ; d20+10=15 ;
Wednesday April 29th, 2015 11:09:26 PM

Nikolai has to rely on his elven parentage for navigating through the bushes and brambles and rocks and sticks but does his best.

Low Light Vision,
Perception + 12 =25

He stumbles into his own camp stifling a guffaw. It is all he can do to keep from laughing so hard he could wake up Helmbane's camp as well.

Once settled down he works on trying to get some sleep.

Next day the process is the same. Stealthy ones follow close enough to keep an eye out on the caravan, the others bringing up the rear. Nikolai makes sure he leaves obvious tracks for the others to follow.

Perception +12 (keeping an eye on his surrounding while following the caravan) = 31
Stealth +10 = 15

AC 24 Touch 11 FF 23 CMD 18 HP(56) 51/51 Jasper Steelfist (David Feest) 
Thursday April 30th, 2015 9:55:33 AM

Jasper uses his silence spells and generally helps any way he can. He uses calming touch to remove any fatigue that the night watchers might experience. He tries his best to keep the camp neat and as comfortable as he can, since sneaking is pretty much out of his wheelhouse.

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used

DM Warren - On the road again  d20+8=18 ;
Thursday April 30th, 2015 5:40:04 PM

When Nikolai finally returns, Tinker gives him some pointers on his howling before they bed down. In the morning, they catch up with Michael, who has stayed vigilant until the wagons left in the morning.

With a couple of touches filled with Flower power, the all night watcher crew is felling refreshed and ready for another day of stalking. It is easy to follow the trail, as wagons do not make for a sneaky mode of travel. And besides, they have no reason to hide, right? The day passes slowly, and though their bodies don't complain, their minds are soon screaming in boredom for the slowness of their travel.

Night falls, and Nikolai, Tinker, and Michael head back to where Pru and Jasper are following along so they can make camp and wait for the cover of night to resume their spying on the wagon train. Things seem peaceful, despite the lack of a hot meal again.

perception checks for this evening, please



AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Thursday April 30th, 2015 5:59:18 PM

Tinker knew it would be a long watch. In three days to get to the destination , the wagons would only have one possible action. Or as one of the training sergeants had told Tinker during a rest when a recruit: "Being in the Fist is long stretches of boredom punctuated by moments of pure terror "

He tries to keep his eyes alert as his hands automatically play with a horseshoe-and-nail puzzle.

AC 24 Touch 11 FF 23 CMD 18 HP(56) 51/51 Jasper Steelfist (David Feest)  d20+3=13 ;
Thursday April 30th, 2015 7:36:55 PM

Jasper stays alert. Having been a miner, he is used to long stretches of boredom and tediousness. When they set up camp he again does his best to make it easily defended and comfortable for the ones doing the night scouts. He will allow Prudence to sleep so that she can regain her spell without mishap and rely on Flowers blessings to keep him refreshed and on watch.
Perception 13

Prudence Gundle (Kathy)  d20=5 ;
Thursday April 30th, 2015 10:29:32 PM

Pru amuses herself by making up stories. She tries her best to stay alert, but she has never been the most watchful member of the Fist.

[Perception 5.]

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+12=15 ; d20+37=40 ;
Thursday April 30th, 2015 11:29:30 PM

Michael slips invisibly and silently into a good position to watch the wagon train, He keeps vigil, but finds his attention wandering with the boredom of the night, He resists the urge to fidget and finds a mental groove that keeps him still, but the groove also leads to memories of hearts wrapped in hankerchiefs, and a god that believes in his will and his will alone. It's a waking nightmare, a directed journey through the worst parts of his life, helplessness, persecution, and the rare numbing feeling of true fear. it keeps him still, but the cost is a peek inward, to a life he left behind long ago.

perception 15
stealth 40.

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 38/38 CMD 22/24(Grapple)  d20+12=28 ; d20+10=11 ; d20+9=14 ;
Friday May 1st, 2015 12:29:54 AM

Spells in effect: Mage Armor

The thrill of their successful tailing of the caravan is enough to stave off boredom from taking over Nikolai even though it is not a real challenge. For one thing, his Fist is learning to work together and that was exciting too.

Perception +12 = 28
Stealth + 10 = 11
Survival +9 (find a good spot for the Fist to watch the camp but safe enough to not be overheard to easily) = 14

The terrain was harder to work with this time and finding as good a spot to camp as he did the night before proved much more difficult. But the Fist manages to make do despite the challenges.

DM Warren - On the road again map 
Friday May 1st, 2015 3:33:25 PM

Perhaps it is a lack of wariness after a long boring day, a sub-optimal camping location, a poorly acted dog's howl, or a combination, but it seems that the Agents are not the only ones sneaking about this night.

Nikolai barely has time to shout a warning before their assailants are upon them. Nikolai has a surprise round action. Map in header.

AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Friday May 1st, 2015 4:58:07 PM

OOC: DM! I dont' have permissions to view the map in the header.

AC 24 Touch 11 FF 23 CMD 18 HP(56) 51/51 Jasper Steelfist (David Feest) 
Friday May 1st, 2015 9:49:09 PM

I have no access either.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Saturday May 2nd, 2015 6:58:01 AM

I am denied permission as well.

DM Warren - On the road again map 
Saturday May 2nd, 2015 4:58:15 PM

sorry all, everyone should have access now.

Prudence Gundle [AC 14; HP 48/48] (Kathy) 
Saturday May 2nd, 2015 6:05:41 PM

I'm going to assume they attacked after the Mage Armor wore off.

And I'm going to assume that, since Pru doesn't get to act in the surprise round, all I'm doing right now is updating my header. :)

AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Saturday May 2nd, 2015 7:36:11 PM

As Prudence, Tinker is surprised, and can only understand they are under attack before the enemy is upon them!

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 38/38 CMD 22/24(Grapple) 
Saturday May 2nd, 2015 9:55:33 PM

What Nikolai things to be some nocturnal rats turns out to be something other and Nikolai perceives the attack just in time to issue a warning, "Rats wielding swords! Danger, danger! Red Alert, Red Alert! To arms! The Attack of the Wererats!"

Seeing Pru in direct line with oncoming wererats, he moves to put himself in front of her, drawing his silvered kama as he moves.

OOC: I'm assuming the boulders provide enough cover, so I placed Nikolai one square north of the boulder. If the boulder is not big enough to provide cover for Pru, he should be directly between her and the wererat.

AC 24 Touch 11 FF 23 CMD 18 HP(56) 51/51 Jasper Steelfist (David Feest)  d20+3=6 ;
Saturday May 2nd, 2015 11:02:46 PM

Jasper too stands there slack-jawed. He tries to see if they have any ranged weapons or if they are just wielding swords. Mostly he just stands there slack-jawed though.
Perception 6

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+12=23 ; d20+11=20 ; d6=4 ;
Sunday May 3rd, 2015 1:01:26 AM

ooc: I'm a bit confused, My understanding was that during the night Nikolai and I watched the caravan while the rest of the crew staged at a cold camp. I am going to assume that this encounter occurs shortly after we get back to camp.

perception: 23

Never one to wait around Michael quickly surveys the approaching creatures, he then move to a position where he can take the closest ones under enfilade, Jaspers armor should allow him to delay the other 2 till they can take care of the closest. He sends a silver staff sling stone at the closest. (if I have enough actions left, if not I do it next round. but I'll post the to hit rolls on this post.)
to hit ac 20
sling stone 4 -1 = 3

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 38/38 CMD 22/24(Grapple) 
Sunday May 3rd, 2015 7:22:30 PM

OOC: I wasn't sure how far to post, so I just included setting up camp and observing Helmbane's camp, not Nikolai's return to his own camp, but I'm OK with whatever timeline DM perceived it to be.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Monday May 4th, 2015 1:42:10 AM

Me too..just thought I may have missed something is all..


DM Warren - On the road again map  d20+4=11 ; d20+6=17 ; d20-1=9 ; 2d6+2=8 ; d20+5=22 ; d20+5=24 ; d20+5=17 ; d8=3 ; d6=2 ;
Monday May 4th, 2015 5:42:47 PM

ooc: this is the next day before you had a chance to go spy on the wagons, since I assumed that like the previous night, you waited for nightfall to cover your approach. If you didn't, then I'm fine making it after you came back tired from a full night of watching =)

Nikolai quickly puts himself in front of Pru, and he is just as inviting of a target. Why attack the one wearing armor, right? The first ratman misses, but provides enough of a distraction for his companion to strike him from behind. 8 damage

Jasper spots the other two holding crossbows, just in time for them to each send a quarrel his way. One bounces off his armor, making him jump, but the other finds a chink into which to slip. 5 damage

Everyone else finally recovers from their surprise, and the fight is on.


AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+8=27 ; d6+2=3 ;
Monday May 4th, 2015 8:41:31 PM

Tinker takes a step towards the rock at his back, and getting in line with one rat and its sword. His dwarven urgrosh whips out and about, the silvered spear point jabbing at the rat's gut.

"Back off vermin!", he growls dangerously.

Attack 27, Damage 3 with a Silvered Weapon

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 30/38 CMD 22/24(Grapple)  d20+7=23 ; d6+3=5 ;
Monday May 4th, 2015 8:43:27 PM

OOC: i like DM timeline better. :)

Spells that may be in effect by end the Fist's Turn: Mage Armor w/ AC 20/20/17

Nikolai feels the sharp stab from behind when the ratman flanks him. Seeing Tinker protecting Pru from the other side of he rock, he takes a step to his right to stand between Pru and the other ratman. As he does so he slashes at the ratman now in front of him.

Silvered Kama +7 = 23
dmg: d6+3 (-1 silvered) = 5-1 = 4

Prudence Gundle [AC 14; HP 48/48] (Kathy) 
Monday May 4th, 2015 9:31:29 PM

Pru scrambles to her feet and casts Mage Armor on Nikolai. She cast a regular Mage Armor, not the Extended version, becasue surely this fight won't last five hours. :)

AC 24 Touch 11 FF 23 CMD 18 HP(56) 46/51 Jasper Steelfist (David Feest)  d20+6=17 ; d10+7=15 ;
Monday May 4th, 2015 11:16:34 PM

Jasper rushes the crossbowmen. As he move he reaches back and draws his axe, the new silver one. He give a terrific shout as he swings it for the ratman's head.
Power attacking, draw a weapon with a move, normal move to my new position.
Hits AC 19 for 15 damage, silver.

OOC
After looking at the map again I think I need to charge to make it there, adding 2 to my to hit. I will have a 2 worse AC for this round. 22/9, yeah, 9/21

DM Warren - On the road again map  d20+4=7 ; d20-1=9 ; d20+6=24 ; d20+1=11 ; 2d6+2=9 ; d20+4=7 ; d20-1=2 ; d8=6 ; d20+14=23 ; d10+5=11 ;
Tuesday May 5th, 2015 4:57:19 PM

The Agents retaliate with a flurry of attacks, Their preparations serve them well, and there is a slight smell of burning in the air as various silver implements cut into the rats.

The rats are well coordinated, too, going after the most vulnerable targets once they've identified themselves. Rats 1 and 2 step around to flank Prudence after she casts her spell. 1 hit for 9 damage

Rats 3 and 4 are intimidated after Jasper's blow, but hold their ground. And the reason why is evident. R3 cannot get through Jasper's armor, and R4 steps back to quaff a potion. But a yell cuts through the sounds of battle as an armored figure plows into Jasper from behind. 11 dmg

R1: 6 dmg
R2: 4 dmg
R3: 0
R4: 8 dmg

AC 26 Touch 13 FF 25 CMD 20 HP 35/51 Jasper Steelfist (David Feest) 
Tuesday May 5th, 2015 5:41:45 PM

" Sergeant Helmbane I presume? In the name of the Mailed Fist and by Flower's loving hand I offer you this one chance to surrender. If you refuse I will cut you down like the traitor you appear to be. What say you?"
Since the armored figure is dwarven, Jasper assumes this is Sergeant Helmbane.
Jasper steps back toward the group (using the diagonal I should draw no AoOs) and better armors himself through his faith in Flower. Cast Shield of Faith after moving.

OOC
DM Warren, after seeing Nikolai's damage post above I realize I did not take the -1 damage for a silver weapon, please remove 1 damage from the ratling I hit.
Thanks Jon 8).
AC is correct in the header now.
Have I got my 2nd level spells or do I have them expended for the boys to go watch the camp? I really need someone to firmly decide what time this fight happens. I am assuming I don't have them in this post. Let me know.

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
2/6 calming touch used

DM OOC: This is before you would have buffed for scouting, so your silences would not be used.

AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+10=19 ; d6+2=5 ; 2d6=9 ;
Tuesday May 5th, 2015 7:04:05 PM

Tinker slides about, accepting the possibility of getting flanked in turn to catch the rat-man in a pincer between Prudence and himself.

He grimly smiles at the slightly burning smell, hoping to kill the evil thing with a quick stab.

Jasper calling out causes Timker's head to whip about. "helmsbane? No!"

...........

Attack : flank; rat loses dex bonus. AC 19. Dam 5 +9 sneak attack



Prudence Gundle [AC 14; HP 48/48] (Kathy)  d20+5=7 ;
Tuesday May 5th, 2015 7:07:53 PM

Pru steps out of flank [5-foot step], and sends an Elemental Ray at one of the were-rats. She rushes the shot, though, and it goes wide.

Hope Sinclair Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+5=8 ; d20+8=18 ; d8+9=10 ;
Tuesday May 5th, 2015 7:44:19 PM

From the south approaches a human female that moves with both grace and purpose. She is lightly armored and has a sturdy looking bow in one hand. A menacing looking black wolf is running stride for stride with the human.

Upon closer inspection she has a Mailed Fist emblem embroidered on the left best of her cloak.

She yells to her wolf companion, "Take'em down boy!" The wolf obeys, by charging toward Ratman #1 and attempting to engage, rather ineffectively.

The woman then fires a silver arrow at Ratman #3.

She calls out to whoever will listen, "I am with the Fist!"

----------------

Attack Rat#3: 18
Damage: 10

Bane (Wolf) Trip CMB: 10 (forgot charge)

OOC: I am glad to be here. Realized I don't have my animal companion CS viewable... working on that now.

AC 26 Touch 13 FF 25 CMD 20 HP 35/51 Jasper Steelfist (David Feest) 
Tuesday May 5th, 2015 8:11:56 PM

More than a day out and on a secret mission Jasper wonders at the newcomer. He shoots a quick questioning glance at Nikolai.
" We have backup boss?"

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 30/38 CMD 22/24(Grapple)  d20+4=8 ; d20+4=5 ;
Tuesday May 5th, 2015 10:51:32 PM

OOC: Jasper, DM said the timeline was after we set up camp but before we went to spy on Helmbane's caravan, so you should have your spells.

Spells in effect; Mage Armor

IC: "Gargul must not want to see us so soon again!" replies Nikolai but his confidence just took a blow when Hembane jumped in and attacked Jasper. Things like that, though, have to be thought out and distilled later. First order of business is always to take care of business at hand first, and that was to eliminate the wererats and try to neutralized Helmbane, if possible.

Nikolai tries to keep Ratman 2 too busy to target Pru again.
Flurry of Blows:
Att1 +4 = 8
Att2 +4 = 5

Maybe Helmbane's appearance jostled Nikolai more than he thought it would.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+11=26 ; d4=4 ; 3d6=9 ;
Tuesday May 5th, 2015 11:50:48 PM

ooc: Sorry guys, I was dealing with my daughters myoclonic seizures yesterday during the time I usually post, or more specifcally the after effects of only having 2 hours sleep in the last 24.

Michael spots the other dwarf enter the scene, and adds him to his calculations, his main concern is to whittle the rats down a bit so he charges rat 1 to pin him against Pru, he slides his slivered Rapier into the unarmored area of the rats armpit, He feels the slightly duller edge of the silver as it's friction makes the thrust a wee bit short, but the aim was good and he feels the spongy resistance of a lung hit as he pulls the rapier out,

To hit ac 26
damage d4=4-1 3 backstab 3d6 =9 for 12 points total. plus 3 points bleed damage per round starting with the rats round.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Tuesday May 5th, 2015 11:59:27 PM

sorry forgot to take off the cats grace potion from my char sheet. to hit ac should be 24 not 26.

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Wednesday May 6th, 2015 10:29:21 AM

[Whoops! Updating header.]

DM Warren - On the road again map  d20+5=25 ; d20+5=18 ; d8+1=4 ; d20+4=21 ; d20-1=4 ; d6+2=3 ; d20+4=15 ; d20-1=8 ; d20+6=25 ; d20+14=33 ; d10+5=10 ;
Wednesday May 6th, 2015 4:33:51 PM

Jasper issues an ultimatum to the armored dwarf and his verminous companions. They answer with bolts and steel. With some luck, the bolt from R4 finds its way into Jasper 4 dmg, crit not confirmed.

R2 moves into a flanking position, but concentrates his blows on Nikolai. 3 dmg
Nikolai is keeping the rat busy, but events are moving quickly and keeping him from lining up his strikes. Helmbane? A mysterious archer? Looking at her, she reminds him of Constance of all people, the way she moves, how she fires a bow. And, she's shooting the right people.

Tinker and Michael manage to take out R1, just before his friends charges up behind. R3 manages to evade the wolf snapping at his heels but cannot find purchase with his blade.

The dwarf ignores Jaspers words and focuses on putting his axe in him instead. 10 dmg

R1: down
R2: 4 dmg
R3: 10 dmg
R4: 7 dmg
Dwarf: 0 dmg



AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+10=28 ; d6+3=6 ;
Wednesday May 6th, 2015 4:48:44 PM

Timker's rat drops, the other two nearby rats are engaged with Nikolai and the mysterious stranger. She is shooting at the right people but Tinker warns her about the foes. "We are Fist, you are Fist, but they are wearing Fist badges too! Your help is timely and if you help take the rats, I can help take the traitor."

With those dire words, Tinker whips his urgrosh up and charges Helmsbane!

"You trained us, lived with us, led us. But you lead these rats and attack us? You are no battle mate. Live for the Fist! Die for the Fist!"

Tinker strikes with his silvered spear point, wondering if the burning smell will come from Sergeant Helmsbane...

Charge +2 attack, -2 AC
Move to beside Jasper and in front of Helmsbane
Attack 28
Damage with spear (silvered weapon) 6

AC 26 Touch 13 FF 25 CMD 20 HP 21/51 Jasper Steelfist (David Feest)  d20+8=19 ; d10+6=7 ;
Wednesday May 6th, 2015 7:12:40 PM

This is starting to become serious. Thinks Jasper, when Tinker sends a message to Helmbane with the tip of his weapon, the silver tip. Jasper takes advantage of the distraction to turn and smash the ratling between himself and Nikolai. Hopefully this will allow Nikolai to finish the rat and allow Jasper a chance to heal himself and keep the rest of them standing.
Power attacking, Flanking
Attack hits AC 19 for 7 damage(silver)

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
2/6 calming touch used

OOC
Awesome, thanks for the time update, I wasn't sure what time we were doing this before, now I know.

Hope Sinclair Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+8=26 ; d10+9=11 ; d20+3=5 ;
Wednesday May 6th, 2015 7:19:02 PM

The new combatant is understandably confused by the Dwarf's comments, but knows now is not the time to argue.

She moves with a fluid, cat like grace about 15ft to the north. Turning abruptly, she fires a silver arrow at the rat that is directly to the east of her, which easily finds its mark.

"Get that one Drake" the archer calls to her wolf companion.

Drakes attempts to comply but seems to be doing a better job of harassing that tripping.

----------------
Attack Deadly Aim/Point Blank Shot: 26
Damage: 11 (Silver Arrow)

Prudence Gundle [AC 14; HP 39/48] (Kathy)  d20+5=16 ; d6+2=4 ;
Wednesday May 6th, 2015 10:31:34 PM

Pru moves and fires another Elemental Ray, this time targeting Rat #3. It is a much better shot.

[Hit Touch AC 16 for 4 damage. Pru has the Precise Shot feat.]

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 30/38 CMD 22/24(Grapple)  d20+6=20 ; d20+6=23 ; d6+2=6 ; d6+2=8 ;
Wednesday May 6th, 2015 10:41:11 PM

OOC: hope your daughter is better. :}

Spells in effect: Mage Armor

Nikolai figures that this new Mailed Fist member was on return to the Citadel from some messenger errand. Her stealth and expertise with a bow, plus her canine friend would explain the solitary trip and not with a unit.

"The ratmen are certainly the enemy and will kill you sure as day!" he yells over his shoulder at her. "But yonder hefty dwarf we want to bring in alive, or as much alive as possible!" he exclaims as he takes two more swipes at Ratman 2 while it is still flanked.

Flurry of Blows:
Att1 +4 +2(flanking) = 20, dmg d6+3 (silvered -1) = 6
Att2 +4 +2(flanking) = 23, dmg d6+3(silvered -1) = 8! much better!

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+9=10 ; d20+7=15 ; d20+9=12 ; d4=2 ; 3d6=10 ;
Wednesday May 6th, 2015 11:11:47 PM

As the rat man collapses Michael hears/ feels another one come up behind him, (since it had to close to within 5ft of me I get an AoO don't I? as well as my normal attack?) He thrusts he rapier at the creature, but misses. it does give him enough time to orient to face the creature though. he feints at the creature trying to put it off its game. but it warily dodges his attempt and the silver point finds nothing of value.

AoO to hit AC10
feint 15
to hit ac 12.
if I hit 2 -1 = 1 point damge. 3d6 backstab 10 +3 bleed/round.

DM OOC: you only get an AoO if it moves through a threatened square

DM Warren - On the road again map  d20+10=24 ; d20+10=18 ; d10+9=12 ; d20+6=7 ; d20+3=6 ; d20+4=11 ;
Thursday May 7th, 2015 5:56:39 PM

Another rat falls to Nikolai's blows, and the others are starting to look worse for wear. The dwarf is still full of fight though, and proves it with a mighty blow that slashes past Tinker, but fails to get through Jasper's defenses. cleave hits Tinker for 12, misses Jasper

R4 tries to go to to his commander's aid, but has to contend with wolf jaws first Drake gets an AoO

R3 is still involved with Michael and would prefer not to turn his back on him. miss

R1: down
R2: unconscious (-6)
R3: 14 dmg
R4: 18 dmg
Dwarf: 6 dmg

Hope Sinclair Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+3=20 ; d6+1=2 ; d20+5=23 ; d6+1=3 ; d20+6=14 ; d20+6=20 ; d8+9=10 ; d8+9=14 ;
Thursday May 7th, 2015 6:22:27 PM

Drake gets a teeth on the Ratman, but does little in the way of damage as the Rat moves past him. Like any good wolf, Drake follows and takes another bite out of the creatures.

Hope decides to try and hit more targets with less accuracy. She will fires twice at which ever enemy combatants are still standing.

------------------

Drake:
AoO Attack: 20
Damage: 2
Charge Attack: 23
Damage: 3

Hope:
Rapid Shot/Deadly Aim/Point Blank Shot Attack 1: 14
Damage: 10
Rapid Shot/Deadly Aim/Point Blank Shot Attack 2: 20
Damage: 14



AC 26 Touch 13 FF 25 CMD 20 HP 21/51 Jasper Steelfist (David Feest)  d20+6=9 ; d10+6=11 ;
Thursday May 7th, 2015 7:16:47 PM

Jasper circles the enemy dwarf and swings hard, trying to distract him and let Tinker get around him and drive that spear point home. He fails to connect, but hopefully sets Tinker up for success.
Power attack
Attack hits AC 9 damage 11 if I should somehow hit

Notes
Spells in effect Shield of Faith 3/30 rounds elapsed
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
2/6 calming touch used


AC 20 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 30/42 "Tinker" (SteveK)  d20+10=15 ; d20+10=26 ; d8+3=10 ; 2d6=6 ;
Thursday May 7th, 2015 9:38:30 PM

Tinker understands what Jasper is doing and slides around Helmsbane himself, getting in a flanking position. There was no burning of the dwarf, so Tinker figures Helmsbane isn't a lycanthrope. He switches up for his axe blade side of the urgrosh and slashes down!

It nearly misses, but with a heroic effort, Tinker tries again, connecting solidly.

AC 15
Hero Point AC 26
Damage 10+6 sneak attack= 16 damage!


Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 27/38 CMD 22/24(Grapple)  d20+7=24 ;
Thursday May 7th, 2015 9:58:55 PM

Spells in effect: Mage armor

Now free of his foe, he retrieves his Tanglefoot bag (Move) and tosses it at Helmsbane.

Precise shot/ Point Blank shot:
Tanglefoot bag Range Touch +7 = 24 -2 (range) = 22

DC15 Ref or become glued to the spot, Save = move 1/2 speed, -2 to Attack, -4 to Dex.


Prudence Gundle [AC 14; HP 39/48] (Kathy)  d20+5=22 ; d6+2=6 ;
Thursday May 7th, 2015 10:48:44 PM

Pru fires another Elemental Ray at Rat #3, and singes off some more fur.

[Hit Touch AC 22 for 6 damage.]



Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+9=28 ; d4=2 ;
Thursday May 7th, 2015 11:49:26 PM

it's much more difficult to hit a creature that is actively dodging and trying to do shove a sword through your gut. This bit of wisdom from his drill instructor passes though is mind as the he narrowly sidesteps the sword aimed for his gut. The rat man overstepped himself though and Michael is able to touch him with the silver blade.

to hit AC 28 damage 2-1 = 1


DM Warren - On the road again map  d20+4=21 ; d20+8=24 ; d20+3=16 ; d10+9=18 ;
Friday May 8th, 2015 9:46:05 PM


Some well placed rays and arrows take down the last two rats, leaving only an angry, gluey dwarf with which to contend. reflex 21 He still has no problem hitting Tinker, though the glue does slow down his followup enough that Tinker can dodge it. 18 damage

With his ability to flee taken away, it seems like this dwarf is in it to the end.

R1: down
R2: dying (7)
R3: down
R4: dying (-5)
Dwarf: 22 dmg

AC 26 Touch 13 FF 25 CMD 20 HP 21/51 Jasper Steelfist (David Feest) 
Friday May 8th, 2015 10:19:17 PM

"Orders sir?"
Jasper prepares to back away if Nikolai calls for it. With the dwarf slowed they should be able to easily run him down if needed.

Hope Sinclair Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+6=10 ; d20+6=9 ;
Saturday May 9th, 2015 6:26:21 AM

The archer calls for her wolf to heel. She readies to fire should the group decide to not take the dwarf alive.

Ready action: Miss!

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Saturday May 9th, 2015 5:17:41 PM

With the last rats down and the dwarf somewhat in hand. Michael sets to stabilizing the ones he can. Getting info is their primary concern and these rats know something and can colaborate stories during interrogation.

Ooc: cant access char sheet from phone, so im going to post the rolls when i get to the house.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 27/38 CMD 22/24(Grapple)  d20+8=17 ;
Saturday May 9th, 2015 9:49:37 PM

Spells in effect: mage armor

Noticing that Helmbane is NOT a wererat from Tinker's weapon choice, Nikolai switches his attack mode to his unarmed attacks. Swiftly moving in, he attempts to knock Helmbane out of commission.

Non-lethal unarmed attack w/ Stunning Fist +8 = 17 Miss probably
Stunning Fist 3/4.

AC 26 Touch 13 FF 25 CMD 20 HP 21/51 Jasper Steelfist (David Feest)  d20+8=23 ; d10+6=11 ;
Saturday May 9th, 2015 11:30:47 PM

Jasper follows his commander's unspoken order and keeps swinging.
Hit AC 23 for 11 damage

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+3=11 ; d20+3=18 ; d20+3=7 ; d20+3=16 ; d20+13=20 ; d20+13=24 ; d20+13=27 ; d20+13=17 ;
Sunday May 10th, 2015 12:16:29 AM

trying to stabilize 4 rats, tirage, start with rat 2 then 4 then 3 then 1.
using heal skill.
heal 11
heal 18
heal 7
heal 16

I then bind any rats that I stabilize. can't have them running off (don't know what skills to check to do this by I'll assume its escape artists.
using escape artist skill.
tie up. 20
tie up 24
tie up 27
tie up 17.

I figure doing this will keep me occupied for the rest of the combat. but I keep an eye on the remainder of combat, if it looks like things are going to get out of hand, I will stop with the rat reclamation project and step in to help.


Prudence Gundle [AC 14; HP 39/48] (Kathy)  d20+8=12 ;
Sunday May 10th, 2015 1:22:01 PM

Pru moves toward Sergeant Helmbane. She extends her hands in a spellcasting stance, looking miserable.

"Sergeant Helmbane," she says, "please don't make us do this. Surrender, and we'll figure something out. We'll work it out, I promise. Just--stop fighting. Please?"

[Diplomacy 12. Crud.]

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 27/38 CMD 22/24(Grapple)  d6+3=4 ;
Sunday May 10th, 2015 11:28:52 PM

OOC: it occurred t me that with his diminished Dex, 17 might hit, so:

Non-lethal dmg = 4
Stunning Fist: Fort DC15 or stunned for 1 round.

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Monday May 11th, 2015 9:16:52 AM

Tinker is wounded badly, he knows from training how hard Helmsbane can hit and this time he is using edged steel! But the odds are against the renegade now, and Tinker knows that all he has to do is keep Helmsbane in play.

So his urgrosh begins to weave, enticingly opening and closing, making it much more difficult to hit the young dwarf. "Lay down! Take back your duty for the Fist, your honor as a dwarf!" Tinker isn't persuasive himself, but he hopes to break through and appeal to the Helmsbane that once was.

Total Defense. +6 AC

DM Warren - On the road again map 
Monday May 11th, 2015 5:35:11 PM

It takes a few rounds, but Michael manages to stabilize and bind one of the ratmen.

The dwarf looks around at his fallen troops and knows he's outclassed, or at least outnumbered. He drops his axe and raises his hands, lifting off his helm at the same time. The suspicions of the Agents were correct - the dwarf is indeed Sargeant Helmbane. He looks none too pleased to have been taken down by his subordinates.

Well I suppose you've found me out. There is no honor in the Fist - we sell ourselves to the highest bidder, like any good merchant does with his wares. The only thing we're good at is taking money from those weaker than ourselves. I was just better than most at it. Only question now is what will you do with men and my men? Or what's left of them, at least.

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Monday May 11th, 2015 6:04:15 PM

Tinker sheathes his own weapon, knowing his battle-mates will cover him while he gets out the manacles he keeps and lock them on to Helmsbane's wrists behind the dwarf's back.

The younger dwarf keeps quiet for a moment: Helmsbane's words have much truth in it. Really, that was why Tinker said 'Duty to the Fist' and 'Honor as a Dwarf'. While he himself had honor, he wasn't certain the Mailed Fist had much. Still...

"And how much honor is there in turning on those who are your companions?", Tinker asks heavily, a ringing indictment from Tinker who is loyal to a friend even against great evidence. He glances at Nikolai before continuing. "You are surely not the leader for the were-rats, they must have a nest or leader? If you hold fast to your oath to the Fist and tell us who is really in charge, I will be a character witness on your behalf at your trial in the Citadel."

...........

Manacles
Break DC 26
Escape Artist DC 30

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest)  d4=2 ; d6=5 ; d6=6 ; d6=3 ; d6=6 ; d8=6 ; d8=1 ; d8=2 ; d8=2 ;
Monday May 11th, 2015 7:29:35 PM

Jasper looks down at the one wererat that Michael has been able to stabilize.
"You want this one up and moving sir? I can heal him up enough that he can move under his own power, not sure I want him awake though. Can they shift out of their bonds?"
If Nikolai says yes he will use Rebuke Death on the stable ratman healing 3 damage. Once all of the prisoners are secured he will pull the wounded of the group aside and channel energy to heal them. He then uses his spells to heal himself and Tinker since they are more injured.
Jasper heals any wounded party members for 20 points of damage.
Tinker heal an additional 9 points
Jasper heals an additional 10 points
Once the healing is done he prepares to head back to the Citadel escorting their prisoners there.

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
2/3 channel energy used ( 2d6 healing per use)
2/6 rebuke death used
2/6 calming touch used

Hope Sinclair Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Monday May 11th, 2015 9:17:47 PM

Hope is slightly overwhelmed with the fluid efficiency in which the group goes about there tasks. She decides she should probably put her bow until she proves she is not a threat.

"Hope Sinclair reporting to Thumb Nikolai for assignment."

She holds an envelope with a Mailed Fist seal out to whoever will take it

JonathanT - fixed brackets.

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Monday May 11th, 2015 10:13:28 PM

Since the others are kind of busy, Pru reaches forward to take the envelope from Hope.

"It's nice to meet you, Hope," she says. "I'm Prudence Gundle, and this is Jasper Steelfist, and Michael Wittman, and Daemar Torvalsson, called Tinker. And this is Nikolai Komonov, our Thumb."

Pru does not open the envelope; she only holds onto it until Nikolai has a free moment to deal with it.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Monday May 11th, 2015 11:10:53 PM

Michael wipes his forearm across his brow, careful to keep his bloodstained hands away from his mouth and eyes.
We are what? two days from the citadel? If I were the wererats I'd have a staging area nearby, and I'd prolly leave a watch to report back in case something went wrong. Which means we are going to be getting some company just as soon as the watchmen can report back that the mission has been compromised. We Prolly need to high tail it back to the citadel post haste, We at least need to get these prisoners back. Or get a message back so a relief column can be sent out to retrieve us. This also means, if they do get word back, that the nest of rats will have bugged out, which will make these prisoners info invalid.

He takes the envelope from new fist mate and brings it over to Nikolai.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 27/38 CMD 22/24(Grapple)  d20+7=16 ;
Monday May 11th, 2015 11:31:12 PM

OOC: Technically, without a Heal check, we have no way to know if any foe is -1 or -10 hp, only unconscious and bleeding.

Spells in effect: mage armor

Stunning Fist: 3/4

Nikolai is relieved that Sgt. Helmbane didn't fight to the death. On the other hand, what will the Mailed Fist court martial do?

Tinker takes out his manacles and Nikolai makes sure Helmbane complies to their proper usage.

"Sgt. Helmbane, you are wrong! There is Honor in the Fist. There is Honor in doing business with Honesty and Integrity, performing out duties as promised. We don't force our services nor do we exact protection money. Nor do we hire out to those that would use our services for evil intents!" Nikolai blurts out, remembering his father's, alas, his whole family's history of dedication to the Fist and its noble ideals.

"To many blows to that hard head of yours have addled your brain. But even if you lost sight of the Fist's purpose, the why didn't you just quit? Why choose to embezzle and steal from the Fist? Was this your idea or are you just a patsy? Oh never mind, Captain Constance will get your full story."

He tells Tinker to make sure the manacles are very secure then turns his attention to Michael and the others, "Good job in trying to save whom you could. I'll look at these others too. However as long as they are alive and stable, we should do no more. We don't know enough about wererats to risk them getting active again."

He turns to a wererat that Michael has not seen yet but overhears the newcomer's introduction. Glad that Pru is taking command of those formalities, he looks the wererat over:

Heal Check +7 = 16

"Miss Sinclair, welcome to our Fist. I'm Nikolai, honorary Thumb. I'm sorry we've met in such circumstances but I'm awfully glad you found us when you did," Nikolai tries to smile. "We really aren't usually this rough of a bunch," he grins broadly this time.

Receiving Hope's papers, he opens them. "Good work Fist. We really stuck together. Good teamwork. They got the jump on us but we kept our heads and formed up real well. The Captain will want a full report so start thinking on it." He figures this might take their minds off the fact that their own sergeant seems to be deeply embroiled in the thefts.

He then reads the official assignment papers Hope brought.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 27/38 CMD 22/24(Grapple) 
Monday May 11th, 2015 11:41:28 PM

"Settle down Michael. We'll be all right." He lowers his voice so only the Fist can hear, "Once we get everyone here taken care of and whatever prisoners are still alive tied up real nice, we will need to visit the caravan. The drivers may be completely innocent. If that turns out to be so, we'll need them to take a different route, postpone the inevitable news that ratmen's plans have hit a hitch. If the wagons go back, their contact there will pass the word on.

On that note, we'll need to get into the Citadel with the prisoners unnoticed. I suggest we find an empty house in town somewhere and using the hat enter the Citadel in disguise, finding the Captain and getting her to send an interrogation crew to the house. It is a rather unusual tactic but secrecy is paramount."


DM Warren - On the road again map 
Tuesday May 12th, 2015 4:51:31 PM

Michael and Tinker make sure everyone's bonds are extra tight, Jasper gets the group healed up, and Pru and Nikolai get Hope sorted out at introduced to the group. Her papers are an assignment from Constance herself - she oversaw much of Hope's training, and with their recent losses in members, decided that Hope would be a good addition to the crew. It seems she was right, as Hope fit right into their battle formation.

Nikolai confirms that the last ratman is stable, though still unconscious.

Sergeant Helmbane doesn't seem remorseful at all. Turning on my companions? It seems I was true to them until the end. He indicates what remains of his Fist, who are slowly shifting back to their human forms in the moonlight. And why quit? My Fist and I still had to eat. And drink. And all sorts of things we had become accustomed to. I had to find some way to make ends meet after you busted up my gambling services.

You'll never find the Rat Chief. Heck, his own boys can't even find him when he doesn't want to be found. This was our last haul. When the caravan doesn't show, he and his boys will bug out so fast and so far that you'll never find them.



AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK)  d20+10=15 ;
Tuesday May 12th, 2015 7:13:33 PM

Tinker frowns, Helmsbane is hardly being sorry. While Tinker admires his loyalty it seems that that loyalty is a little shortsighted. There is more to doing the right thing than taking care of the immediate people within hands reach! The thought bothers Tinker for some reason, but he shrugs it off. There are other things he needs to do.

He nods, the convoy needs coverage. And there is a cache around here somewhere that may be recovered even if they can't get the Leader. "Looks like we recover the convoy, check for trails to a cache, and then head back to the Citadel?"
O
Tinker sets himself up as one of the prisoner guards, checking bonds in a random pattern every few minutes to make sure there are no escape attempts.

Perception 15

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest)  d20+7=16 ;
Tuesday May 12th, 2015 7:55:58 PM

At Helmbane's defensive words justifying his acions, Jasper attempts to remind him what Tinker actually asked him. It is clear he is thinking not only of his own boy when he speaks, but also of these fresh young soldiers he finds himdelf serving with.
" Yer missin' the point, BOY. Yer goin' to the block fer this. The lad here, generous beyond reason, is willin' to put his good name on the line to vouch fer yer lyin', stealin' carcass and maybe save yer life. His question wasn't what the rat would do. Any idiot, not just you, can figure out that he will disappear. With his thieves exposed again, any savvy businessman would be smart enough to cut his losses and run, abandoning his operation and doing business again somewhere else."
" What Tinker asked is, if you value yer life and yer honor, enough to help the Fist make sure he won't bother it again. Ye see, we actually are patriots to the Fist and to our brother's in arms in the Fist. Yer stealin' has left other soldiers under supplied and behind the eight ball out in the field. You've put their lives at risk to line your own pockets because you were too lazy for honest work. These kids, Flower save them, respected you because you taught them how a mercenary company works. Today you delivered your last lesson to them in the form of how it does NOT work. You don't deserve to wear that uniform. You are a disgrace to this unit and to dwarves in general."

Jasper's voice had started out in a growl. When he ends he is standing directly in front of Helmbane and shouting at the top of his lungs. He had sheathed his axe while he called on Flower's holy power to heal you. Now his hand dips to his belt and comes up with a star knife. Three quick slashes are all he needs to rip from cuff to shoulder both of Helmbane's sleeves and a cut right down the back of the uniform coat. He grabs the fabric and tears it from Helmbane's back, leaving only his undergarments on his torso. He never draws a drop of blood in the process. Rage and protective anger war across his face for a moment as he stands there, balled uniform in one hand and star knife in the other. Protective anger finally wins and he backs away from the traitor to go to and tend the wounded wererat.
Heal 16
Once he rises from the task, he points to the other wererats.
"We need to strip the uniforms from them and should bury them. They were brother's in arms once. That they followed this leader means they are now dead. It pains me that they could have been you guys. Bless Flower you had more sense and decency. The wagon probably has shovels on it for getting out of tight places and such. If not I have my own."
Jasper will strip the uniforms from the three fallen wererats and then proceeds to start digging graves for them. Once he has finished he will say a prayer for their souls and bury them, unless he is stopped.

Hope Sinclair Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+9=19 ;
Tuesday May 12th, 2015 10:03:55 PM

While the rests go about their various tasks, Hope decides to keep an eye out for further damage, unless told to do otherwise. When things aren't so tense, she will take the time to introduce herself and Drake in more detail and explain her strengths and weaknesses. Now doesn't seem like the best time for that.

Perception: 19

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Tuesday May 12th, 2015 10:14:32 PM

Pru wants to cry. She has learned how to stop herself, but it's a near thing. She swallows hard.

"We'll bury the dead," she says softly, "and take the prisoners back to the Citadel. It's all we can do for now."

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Tuesday May 12th, 2015 11:12:12 PM

Seeing the stalwart Dwarf pray for the souls of the departed rat men strikes a chord with Michael. He drops to his knees and adds his prayers to the departed. Maybe the one he saved can be healed of his affliction, then perhaps this was not all in vain.

after he is done he helps to make preparations to leave.

You know, if we put that wizard mark on something in the wagon, if the rats steal it would it enable us to track them?

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 27/38 CMD 22/24(Grapple)  d20+10=25 ;
Wednesday May 13th, 2015 12:01:22 AM

"You mean companions in crime, that is. Hardly what the Mailed Fist intended to mean by the oath. You sought wealth by any means but honestly, it would seem. But why side up with some elusive boss? Someone who has no regard to others, who'll use them up and toss them out on a whim, like he's doing to you? Poor choice of friends, I'd say." With that Nikolai has finished with speaking to Helmbane.

"I'd like to stay and help bury the dead, but I need to check on the wagons. The teamsters may be innocent or maybe not. Either way, we'll want the wagons to transport this sorry lot back home. Jasper, Pru, Hope, stay here. William, Tinker and I will take a look at their camp and see if anyone has hung around. I'd take you, Jasper, but we need to sneak up on the camp. We'll be back soon."

Nikolai takes Tinker and goes to spy out the wagon camp. If nothing is there they return. They'll need daylight to look for tracks. If the wagons are there but no teamsters, they'll bring at least two wagons back. Of the teamsters are there, Tinker and Nikolai will awaken them and have them bring all the wagons back to their camp. If they put up a fight, We use non-lethal to knock them out. We'll deal with that if it comes up.

Stealth +10 = 25

Hope Sinclair Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Wednesday May 13th, 2015 12:56:04 AM

Thumb Nikolai, shall I follow using stealth, or stay with the rest. I am capable remaining in the shadows.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Wednesday May 13th, 2015 11:48:11 AM

I'm not William, sure do wish he was here right now, but I know stealth, I'll go.

DM Warren - On the road again  d20+10=23 ; d20+17=33 ; d20+8=27 ;
Wednesday May 13th, 2015 3:53:24 PM

Jasper vents some rage at the Sergeant as he deprives him of his insignia. The armor is harder to deal with without removing the manacles though. Pru helps prepare the bodies for burial once the others return from the wagons.

The others make their careful way to the caravan to see about the teamsters. While quiet, the ears of those they are approaching are hyperalert, as if they have been straining to hear when the soldiers would return. From the fact that those approaching are moving stealthily, it is obvious that it is not Helmbane's fist that is returning. A voice calls from the dark wagons:

We surrender! A solitary wererat comes out with his hands in the air and no visible weapons. Please don't kill us, we were only following orders.



Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Wednesday May 13th, 2015 8:12:07 PM

OOC: DM, from following the caravan, how many wagons are there and how many were left with them? We have four back at our camp, that leaves how many more?

Sorry Michael, it was late... :}

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Wednesday May 13th, 2015 9:06:12 PM

Jasper finishes burying the dead ratmen and awaits Nikolai's return.

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Wednesday May 13th, 2015 9:14:33 PM

Tinker stands and shows himself, coming into camp to reassure the waggonneers.
He helps Nikolai to calm and organize people before bringing the two parties together.

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Wednesday May 13th, 2015 9:48:34 PM

Hope pets Drake and tells him what a good boy he is while they wait on the rest of the fist to return. She keeps an eye towards their prisoner to make sure he isn't slipping his bonds. If need be she will take a turn at digging graves or whatever task is asked of her.

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Wednesday May 13th, 2015 10:21:48 PM

Pru helps keep an eye on the prisoner, and awaits the others' return.

She tries to avoid heavy lifting. Or digging.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple)  d20+12=14 ;
Thursday May 14th, 2015 12:10:29 AM

Nikolai warns Tinker "Watch out, it could be a trick. He could have a hidden dagger or something. Michael, keep vigilant, the others could be trying to circle around. Stay here until they are all out in the open."

Still in the dark, he calls back, "Well enough. Everyone get out in the open with your hands up and over your heads." Knowing exactly how many should be left in camp, he waits until they are all out in the open before showing himself. Meanwhile he pays careful attention in case there is an attempt to ambush them.

Perception + 12 = 14 oops!

DM Warren - On the road again 
Thursday May 14th, 2015 2:41:36 PM

The surrendering rat appears to be on the level as he gestures behind him for the others to join him. All told, there are four ratmen, which would account for the drivers of each of the four wagons.

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Thursday May 14th, 2015 9:20:35 PM

The waggonneers were darken too? Tinker's head reels. No wonder they couldn't pin on one group! Because there were multiple groups covering for each other. Without one MO, it became extra difficult to identify a culprit.

Tinker has to admire the an, and at the same time wants to Thief-Catch the brain behind the outfit.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Thursday May 14th, 2015 9:28:20 PM

Michale assists in rounding up the caravan, The wererats seem like loyal fist members, but at the same time, they cannot be trusted, He acts accordingly

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Thursday May 14th, 2015 9:56:27 PM

Hope continues her duties around the camp.

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Friday May 15th, 2015 12:30:20 AM

Pru is releived that everything seems to be going so peacefully, but she frets about the fate of their prisoners once they return to the Citadel. Sergeant Helmbane was....well, he had never been very nice to Prudence, it's true. And he hadn't been her sergeant; that was Trimmack. And...

But still, she knew him, and she would feel bad if...if his punishment were too harsh. She bites her lip and frets for a while.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Friday May 15th, 2015 12:53:07 AM

It would take too long to get the horses hitched up to the wagons so Nikolai takes the ratmen-teamsters' word of surrender for what it is. Once all four are together he marches them back to his camp. Once their, he has Jasper and Tinker make sure they carry no weapons and then has them tied up as well.

"We don't want to leave the horses and wagons unattended, so let's move this lot back to their old camp. Come morning we hitch up a wagon and head back to the Citadel. Helmbane is probably right in that once this caravan doesn't make it to their rendezvous point, the Big Cheese will have split. Hopefully to leave the Mailed Fist alone forever."

In the morning they hitch up the wagons and Nikolai puts the prisoners in the back of the lead one. Each Fist member takes their pick of a wagon to bring back. Nikolai follows on foot behind the lead wagon, keeping an eye on the prisoners. Thus they return to the Citadel.

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Friday May 15th, 2015 10:29:14 AM


Tinker smiles; a were-rat called the Big Cheese indeed!

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Friday May 15th, 2015 1:50:01 PM

Jasper strips the uniforms from each and every one of the ratmen (They are Fist right?). He then searches them for weapons and hidden implements they can use for escape. Once that is done they are bound and watched until morning when they all return to the Citadel.

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
2/3 channel energy used ( 2d6 healing per use)
2/6 rebuke death used
2/6 calming touch used

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Saturday May 16th, 2015 5:18:21 AM

Hope takes whatever watch she is assigned to watch over the captives.

DM Warren - On the road again 
Sunday May 17th, 2015 10:26:27 PM

The wagon drivers look saddened when Nikolai says they're headed back to the Citadel.

Can you not help us? If the pack master disappears, it will certainly benefit your organization, but it will leave our families in is enforced servitude. We serve him because he is the pack master, having fairly defeated the previous one. But service under him nothing like before. We fear for our lives. Our old leader would never have held our families safety for our continued service. But there is nothing we can do...

He is breaking down a bit, obviously distraught.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest)  d20+4=17 ;
Sunday May 17th, 2015 11:42:58 PM

(assuming this is in front of the rest of the group)
" So ye know where he is then. I'll tell ye what lad. Ye seem a bit more intelligent than this worthless bag of skin here." He nudges Sergeant Helmbane with his foot. " Ye at least have something more than the jangle of gold in yer pocket to live for. Ye tell us where we can find this pack master, and Flower as my witness, I'll speak for ye at the small and short hearing the Fist will give you. It probably won't save yer skin, I have to tell ye that. Ye went against the Fist and caused men that were yer shield mates ta die. That's unforgivable, and the Fist will not likely spare ye. But, yer families will get to live. They never swore nothin ta the Fist. They never broke their oath. And with this information, you'll allow them to not be held accountable by this pack master. Help us end this."
Diplomacy 17
Jasper is telling what he deems to be the truth. The Fist will execute these teamsters just like they will Helmbane. His testimony and even the testimony of a hundred more from the Fist will not bring back those that have died because they lacked the gear they should have had. But at least he and Nikolai's Fist will be able to put paid to this pack master and end this once and for all. hat should allow the teamster's family to live out their lives.

DM note: this is the wagon driver talking. The sole living rat fist member is still unconscious.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Monday May 18th, 2015 2:42:16 AM

I don't know Master Steelfist. These guys were operating under duress, they lives of their families being held over their heads for their cooperation. On top of that they are the victims of a terrible curse, lycanthropy, that has to have affected their reasoning. I'm betting that with proper legal representation, full cooperation on their part and a successful conclusion for this, they have a good chance of getting off with banishment, with an outside shot at something more.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Monday May 18th, 2015 8:06:21 AM

" If that's what ye believe then ye never seen a soldier tried er doin' somethin' stupid while drunk, lad. The Fist doesn't have a reprimand system. It's harsh, which is why so few ever break the rules. That one must have had friends up in the ranks or there was no real evidence against him when he was caught. Otherwise hebe out on the street or a head on a stick somewhere." Again Jasper indicates Helmbane.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Monday May 18th, 2015 4:25:29 PM

Okay. granted. but these guys aren't officer rank, and they were under the direct orders of an NCO. if anything its the NCO or Officers fault. they might have suspected something was wrong, but they couldn't skip the chain of command, they couldn't even speak about what was going on or their families were forfeit. once we find out just how far this rot goes we can start executing folk. but if we start executing grunts for following orders we might as well just get out of the profession of arms.

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Monday May 18th, 2015 7:21:59 PM

Hope really wants to help save the family members of the men before them. Maybe it was just her nature. At the same time, being new to the Fist, she did not want her first opinion voiced to go against her new thumb.

Trying to be a good soldier, Hope prepares to go wherever she is ordered and will do whatever it takes to keep her new companions safe and accomplish the mission.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Monday May 18th, 2015 7:39:25 PM

" Oh, no. I won't be executing anyone unless they try to run. At that point I will use whatever force I need to to stop them. If that force is more than they can handle, but not enough to kill them I will revive them. No, the Fist will convene a tribunal and that body will make the decisions. They are known o be strict though."

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Monday May 18th, 2015 9:31:38 PM

[OOC: I assume the group is still separated? And we're not where the stuff is happening?]

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Monday May 18th, 2015 9:39:58 PM

Tinker nods; what Jasper says lines up with what the younger dwarf thinks too. "No promises, but you help end this and I'll also put in a good word with the Captain. "

The. The young dwarf notices Hope and her shaggy. He hasn't had a moment since the fight to make appropriate introductions and now is still not a good time. But leaving her hanging at the edge of the group when she did such good service is no good either.

Tinker goes up to Hope. "Glad to have had your help back there. Very timely. What I would expect a battlemate to do. Daemar Torvalson at your service. "

Once done with that, he turns back to Nikolai. "Looks like an opportunity to get the Big Cheese after all "

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Monday May 18th, 2015 10:13:25 PM

OOC: surely they know immediately they'll be sent back to the Citadel, when the guy spoke up I'm not sure but Nikolai would have passed the information along to the others anyway when they returned and so it is safe to assume we are all together again for this little debate. I would think it is still night time though.

IC: Nikolai likes to let his team mates speak their minds first before speaking up for two reasons: he doesn't want to influence anyone, letting them freely speak their thoughts and he likes to hear ideas first, sometimes they are better than his.

Nikolai speaks loud enough for all the prisoners to hear, knowing Helmbane won't cooperate in any case. "So your Pack Leader is holding your families hostage for your service? What a cheesey way to run an outfit. Look, you are all Mailed Fist members so you know the Court Martial rules. You know we are only Junior Officers and we can't make promises on the outcome of that. The only promise we can make is that we can put in our testimony of your willingness to surrender and co-operate. If you indeed can give the information that puts your Pack Leader away for good, proving that you broke your Oath to the Mailed Fist only under dress and that you would never have done so otherwise, the Mailed Fist judges may make an exception to the rules. We cannot guarantee that but it is a card worth playing, especially since it is the only card you have. He pauses then adds, and your families depend on it as well. If we don't know where they are being held, we can't rescue them."

DM Ken 
Tuesday May 19th, 2015 3:07:44 AM


Conversation is made, but a decision is not. As of now, the Fist has Helmbane and his new, strange fist in custody. They could turn back and hand the matter over to tribunal, or they could carry on to Isumbre and catch their enemy before he has the chance to run.

Nikolai follows his usual style of leadership, giving his men and women say in the matter. From the side, Helmbane speaks up.

"I know where they are keepin' the lads kin, Nikolai. Their new alpha, he is in Isumbre's Warehouse District, dock #4. I've been there more than once. Its a pretty big spot, an' they've got room enough for hostages."

He spits.

"I can't say how long he will be there, but he was supposed to be there for this stuff. He's been planning a bit of a pow wow with his top boys. You can either take us with you an' we can do him in together, or you can take us back and get that trollop Palance to send you by ship. But for gods sake boy I didn't teach you ta sit around with your thumb up yer butt."

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Tuesday May 19th, 2015 5:48:42 PM

Tinker is quiet. Trust Helmbane and the rat-Fist to turn on thier boss in the presence of thier boss just on his say-so? Ludicrous! Unthinkable! But they are stuck in a hard spot with a chance to let the big fish get away... The only other option is to let this group go and try and beat feet to Isumbre first.

Hmmm... "If we let 'em go without weapons or armor and only some food, we can get to Isumbre without worrying if they will stab us in the back." He doesn't say it loud, it's not a very good idea.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Tuesday May 19th, 2015 5:56:08 PM

" Much as I dislike the way he put it, we are wasting time sir. I move that we return to the Citadel and go to Insumbre by ship. Once there we take this leader down and any that stand with him. If Knight Captain Palance will not hold their trial until we return then we have to take them with us. He is a traitor and will get what he deserves. He should be jailed and not taken along. The others are at least loyal to their kin, and in that I can trust them, to a point. They will get us where we need to be because their families lives are on the line."

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Tuesday May 19th, 2015 7:31:22 PM

Hope smiles to Tinker, thankful for the kind words. "Thanks, nothing to it."

She listens to all options and takes a chance at voicing her own. "I think taking the prisoners we have back to the Citadel, then taking the fastest mode of transportation, whether that be boat or beating feat is the best option. No offense, but if these traitors turned on the Fist once, they will do it again, especially they feel it is the only way to keep the noose from around their neck. While they may be telling the truth about the chief ratman having their families, perhaps us being delivered to him would be enough for him to free their family members. And it would keep them from facing the judgement of the Fist."

Hope looks to her new companions. "I think taking them with us is asking for trouble, and we certainly can't just cut them loose. I only see one viable option."



Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Tuesday May 19th, 2015 8:13:03 PM

Nikolai knows that Helmbane is just trying to get him rattled. Wasting time, huh! "You were so sure of yourself earlier you chose to keep mum about his location. Now you are singing a different tune. Very interesting," is Nikolai's only response.

He takes the Fist aside to confer. In quiet tones he puts forward their options. "One, we take them back assuring a partial success in our mission, or Two, we take them to Isumbre in hopes of total success. If we go back, that is at least two days travel and then however long it takes to get to Isumbre by ship. Too long for my liking. If we take them to Isumbre, we risk them being able to get away but maybe the Fist can hunt them down later. One thing for sure, we cannot enlist their help. They already proved treacherous and I'm sure Helmbane would stab anyone of us in the back, given the chance. What they say about their Big Cheese may or may not be true, but we can't give them any slack.

One idea is to take them to Isumbre and leave them tied up somewhere outside of town, that way we know they've no chance to outrun us and warn their Big Cheese. If they've gotten loose once we get back, so be it. Entering town, Jasper can be wearing my special hat so he looks like Helmbane. Jasper can probably do the best imitation of him. We proceed to the warehouse and pretend we are Helmbane's Fist. If asked about the lack of wagon drivers, we tell them they were sent off as a decoy when we suspected we were being followed.

In any case, we can't just let them go, they probably can beat us to Isumbre and we can't risk that."


AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Tuesday May 19th, 2015 9:11:52 PM

OOC
DM Ken, how long will it take to travel to Insumbre by caravan? How long will it take to get there by boat from the Citadel? How long does it take to get to the Citadel with our prisoners?

I ask because I get the impression we could return to the Citadel and sail to Insumbre in less time than we could walk there with the wagons. This path also leaves us options for the prisoners. That's the impression I got from Helmbane's speech.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Tuesday May 19th, 2015 10:47:22 PM

We have horses and we can put them in a place where they have none. Let all but Helmbane go, tell them they are ordered to return, best speed to the citadel per Nickolai's authority as Fist and put themselves into custody. Those that return, will have gone a long way towards proving themselves as loyal, those that do not will be named Nemesis, and hunted. This allows us to get to Isumbre before anyone can get the news, it seperates the sheep from the goats so to speak, it gets rid of the threat of having unknown agents at our back when we assault the "big cheeze" and it reduces our logistical train as we travel.

DM Ken 
Tuesday May 19th, 2015 10:54:20 PM

Ooc: Honest answer, I don't know.

One of the things we don't have for this map is a scale. I intend to make a list of travel times for each city.

SO. For right now, having read back, you were only a few days on the road with the wagons with a long way to go. If you head back, you will be home in two days, and smooth sailing granted, you should be to Isumbre in 3 days at sea. So five days total.

If you keep moving ahead, with wagons, you can figure another 14 days of travel.



Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Tuesday May 19th, 2015 11:01:34 PM

"We should take them back to the Citadel," Pru says. "I think we can request that Captain Palance delay their court-martial until we return from Insumbre. After all, we may return with more evidence."

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Wednesday May 20th, 2015 12:56:19 AM

and what I mean by we have horses, we can put the wagons off the road, hide them and take the horses from the wagons.

DM Ken 
Wednesday May 20th, 2015 9:53:50 AM

Opinions given, all that remains is for Nikolai to reach a decison.


AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Wednesday May 20th, 2015 10:59:45 AM

If it is nearing dawn, or when dawn breaks, Jasper needs to stop to pray. He renews his spells and prays from something more useful for controlling prisoners.

Notes Old spell list
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Silence, Silence
2/3 channel energy used ( 2d6 healing per use)
2/6 rebuke death used
2/6 calming touch used

Notes new spell list...( do the daily uses refresh if we are not able to rest?)
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Magic Weapon, Shield of Faith, CMW(domain), Hold Person, Hold Person
2/3 channel energy used ( 2d6 healing per use)
2/6 rebuke death used
2/6 calming touch used

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Wednesday May 20th, 2015 12:08:01 PM

if we take these guys back to the citadel, whatever agents the big cheese has there will report back to him, even if we try to pull a switch out, there is still a chance. if we let these little fish go we have a better chance of getting the big fish.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Wednesday May 20th, 2015 1:10:58 PM

Okay a good plan might be for Hope to ride back post hast to the Citadel while we trudge on toward Isumbre. She could take the disguise hat with her and stash her mount and wolf out of sight, when she gets to the citdel she relays the story to the Captain. The Captain sends out a relief column to take the prisoners in custody and possibly supply us with horses or a quick route to Isumbre. This way we dont lose any time towards Isumbre, the mission stays fairly secret, and get rid of the prisoners. if the Captain has reson to suspect any of the troops she sends, she could either draw them from one of the other Citadels or give them orders to not bring the prisioners back till after we reach Isumbre.

OOC: this is reposted from the email thread.

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Wednesday May 20th, 2015 9:00:16 PM

Tinker doesn't say anything, just nodding with Prudence's idea and waiting for Nikolai to set the direction for the team.

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Wednesday May 20th, 2015 10:34:10 PM

"I like Michael's suggestion, too," Pru says. "That is, if Hope thinks she'll be all right on her own."

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Wednesday May 20th, 2015 10:53:00 PM

OOC: I'm sure that the PCs, having spent two years at the Citadel training, would have had the occasion to know a good deal about their surroundings. They probably even took training trips into the wild. So whatever the DM decides is the distance, the PCs would know or have had a real good idea. Part of military training is knowing how fast you can move and not moving to far ahead of your supplies. So figuring out how long it would take the wagons to make it to Isumbre would be an easy calculation to do.

IC: Nikokai makes a decision based upon what he knows of the captives and of the road ahead.
"I like parts of your ideas and I plan to use them. Here it is. Since any Ratmen operative at the Citadel won't know Hope is with us, she will return to report to Palance and have a trusted Fist come meet us on the road and take custody of the prisoners. We return post haste. Meanwhile Hope will have advised Palance of our need of a ship, so by the time we arrive, hopefully the fastest ship available will be ready for immediate boarding. We won't even enter the Citadel but go straight to the ship and leave as soon as the tide is right."

Nikolai looks at his Fist for any flaws in his plan. If no major flaw is presented, he gets one of the wagon horses ready and sends Hope back to the Citadel at first daylight. Meanwhile, the rest of the Fist make regular checks to insure the prisoners are secure and when all is ready in the morning, they start back to the Citadel.

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Thursday May 21st, 2015 3:39:42 AM

Hope smiles to Prudence, "I'll be just fine."

She prepares her things to be ready to leave at first light and report to Captain Palance.

-------------
OOC: My apologies for missing yesterdays post. I decided to take a quick nap because I was feeling ill and woke up about 10 hours later.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Thursday May 21st, 2015 9:19:24 AM

" Hope, the fist coming to take custody of these rats needs to be using alchemical silver weapons. Be sure that Knight Captain Palance knows this and plans accordingly. If you don't have silver arrows, you might want to get some. These ratmen shrug off mundane and even magical weapons."

DM Ken 
Thursday May 21st, 2015 12:23:40 PM


Hope turns and rides for the Citadel, with the rest of the Fist and it's captives bringing back the wagons as best they can.

Hope arrives many hours before the rest of her unit, and is rewarded an audience with Palance, who quickly gets word to hold a vessel planning to sail in a few hours. Hope is dismissed after giving a brief report, which Knight Captain Palance takes without betraying any real emotion.

Transporting the prisoners is a dull event, none try to escape, though a few begin to look increasingly worried as they get closer to the citadel. Later, Hope returns at the head of another Fist, riding hard down the road. The prisoners from your charge, Nikolai's plan to skirt the citadel has no hiccups, and he finds the ship, Shark Tooth, waiting for him and his men.

The captain says nothing as they come aboard, but gives a knowing nod and a wink.

Leaving the docks located to the side of the fortress, the ship travels west keeping the coast in sight. For the rest of the morning, the boat traverses the rocky named the Upper King's Channel. About midday, the ship passes the western end of the peninsula and soon it is passing Wedding City.

During the afternoon, nasty looking clouds roll in causing the captain to constantly look at the sky and curse. Crossing Defiles Channel, the ship loses sight of the shore for a few hours.

The captain says, "If we're lucky we'll get there before dark with the building of these winds, assuming we're not caught in the storm."

Almost on cue, the rain begins to fall and the wind begins to blow. The ship hands immediately become very busy adjusting the sails and discussing whether the sails should be taken down. Dragging Nikolai and the Fist aside, he yells over the rainfall patter into their ears.

"We can either wait it out safely in cove near here, or push through! I know your mission, from the Knight Captain, and it's up to you, Agents!"



Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Thursday May 21st, 2015 5:19:51 PM

How far are we from Isumbre? How about overland? could we make better time if we disembarked at the cove?

DM Ken 
Thursday May 21st, 2015 5:26:19 PM

The captain squints through the rain, and spits out an answer.

"The storm winds gave us a boost. We could be in near twilight if we could hold a steady course. Of course, that also brings the risk of collisions and navigating this whale at sea during storm, since we will have to pull away from the coast line. If we hit the cove, we avoid all that, but we arrive about mid-day tomorrow."

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Thursday May 21st, 2015 7:03:05 PM

Hope frowns, "I'm no sailor, and I am sure the Captain knows best, but I don't think a half-day to days travel is worth braving the storm. Not when we have already saved as much time as we have. We are already scheduled to be there well before the wagons would have arrived, are we not?"

AC 20+6 T15 F15 CMD 19 (23 Bull Rush or Trip); HP 12/42 "Tinker" (SteveK) 
Thursday May 21st, 2015 7:18:39 PM

Tinker nods as Nikolai makes the call and the Fist swings into action. He makes sure Hope has enough food and water for the dash back to the Citadel, knowing better than to mouth silly sentiments or unwanted advice. Just ensuring she has the items she needs, Tinker shows she is a member of the team.

Guarding the prisoners is a dull affair but Tinker keeps his duty about him when on guard. He makes an attempt with one of the ratmen to learn something to protect the families supposedly held hostage. "Anyway for us to know your kin, or they know we are coming to the rescue? A token or saying you have used?" Whether it works or not, soon the relief is there. And the arrival at the Citadel is a whirlwind affair, soon getting aboard a Mailed Fist ship!

Tinker has been in small boats, but a large ship is like a floating house, and he enjoys himself immensely until the wind starts picking up. "14 days for the caravan to make the city right? I think we could take a day of shelter, Thumb. "

Whatever the choice, Tinker takes off his armor and carefully stows it along with his urgrosh. No sense in drowning!

Nikolai (JonathanT) AC 16 Tch 16 Ffted 13 HP 38/38 CMD 22/24(Grapple) 
Thursday May 21st, 2015 9:59:20 PM

Nikolai sees Tinker's idea and expounds on it. He has the prisoners give him the names of their kin and writes each one down alongside the prisoner's name. "If this is to work, we need to make it look like we are part of the pack at least in some small way."

Nikolai is relieved when Hope returns with the relief Fist and congratulates their new member for her expedience. "Well done, Hope. Captain Palance made a smart choice in sending you to us," he grins.

The boring, yet tense task of escorting the prisoners done, they hightail it back to town and meet the waiting ship. "This is going to be quite the story to tell dad. I don't recall him ever being out to sea. He did fly in a magical wagon but he's never been on a ship, Ha!" He reminisces out loud to his friends, "If we had that magic flying wagon my dad help capture from the Al Mathir, we would be there by now. Oh well."

Nikolai does not have sea legs and agrees that the risk of the storm is greater than the reward of not loosing a day. "We put in at that cove you suggest," he tells the captain of the ship, then asks, "Do you know that cove well? Any chance of danger from other sources? We should keep a close watch at all times."

He lets his Fist choose watch duties and picks one with Hope. He senses that they have a good bit in common. She seems the type more attuned to nature like he is to some degree and wants to get to know her better and how best to utilize her skills. He doesn't want her to feel left out, considering everyone else pretty much knows where they best fit in.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Thursday May 21st, 2015 10:44:51 PM

Jasper disappears as soon as they get on board the ship. As the seas get rougher, he reappears on deck. His complexion is a bilous green and he looks awful. He makes his way to the rail and heaves his lunch out to sea. Between trips to the rail he manages to weigh in on the plan." Flower's dainty feet this is awful. I move we wait it out in the cove. This heaving deck is worse than any nag you could put me on. I am so sorry I was in favor of this route, but it is saving us a bunch of time. Oh gods, not again, clear the rail!!"

Prudence Gundle [AC 14; HP 39/48] (Kathy) 
Friday May 22nd, 2015 12:11:41 AM

Pru's one comfort during the voyage is that she is not as sick as Jasper. She feels quesy and disoriented, but she never loses her lunch over the side. Well, except that one time, but nobody saw.

She isn't in any particular hurry to reach their destination, and agrees that it is better to be safe than sorry. Prudent, in fact.

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Friday May 22nd, 2015 1:25:18 PM

Hope quickly got used to the swaying of the ship. Keeping both legs slightly bent helped immensely. That being said, she was very much relieved by the decision to find a cove to weather the storm.

-----

OOC: Got to get my post in early, heading out out of town to go camping for the weekend and not sure I'll be able to post again.

AC 24 Touch 11 FF 23 CMD 18 HP 51/51 Jasper Steelfist (David Feest) 
Friday May 22nd, 2015 1:26:38 PM

After a few trips to the rail, Jasper's stomach is empty and settles a little. He is still green, but no longer incapacitated by the nausea. He removes and cleans his armor and weapons, then cleans himself up. By then the glint of a warrior hatching a plan has returned to his eyes, replacing the fears of a dwarv who will drown at any moment. He gathers his new friends together ad says what's on his mind. First, he speaks to the newest member of the group, introducing himself to Hope.
Jasper is probably one of the oldest dwarves you have ever seen. Despite his apparent age, he still moves with the practiced gait of a warrior and almost glows with a clam inner strength. His beard is snow white with only the vaguest hints of the lusterous red it must have been in his youth. His head is naturally bald, and shows scars only a true warrior could have survived attaining. Usually, he wears solid looking full plate with red trimmed white vestments over it,like a surcoat. Around his neck is worn an ancient looking holy symbol of Flower. now he is dressed like a deckhand, but the symbol remains around his neck, and the paired axes are still on his back.
" Lass, it is good to meet you. Despite what you may have seen while we fought and dealt with those traitors, I am a loyal man. I was a member of the Fist over a hundred years ago, until I met the woman I loved more than anything, We settled down and made a family. My last boy was the end of her though. Either she was too old, or he came at the wrong time, only Gargul knows. I resented the boy for a long time, until Flower showed me that he and the other children were a symbol of the love that I had for Mica and I was a fool to scorn that love now that she was gone. So I took up Flowers symbol and started to follow her ways."
"My boy, he decides to enlist in the Fist like his old man. There were plenty of kids ahead of him to inherit the mines and he wanted, just as I had all those years ago,to make his own name for himself. With my other young'uns safe and secure, married or set to the tasks they would dedicate their lives to I followed him to watch his back in the Fist. He is now a recruit to the bear riders, but they stuck me here with the Agents, said I could help them, and my boy more here. Now I see what they meant. These rats have burrowed a hole into the very structure of the Fist and they kill the soldiers through depriving them of the tools they need to do their jobs. These Agents are young and can use some guidance for sure, but they are smart and resourceful, and I can learn as much from them as they can from me. I look forward to learning from you too. Maybe you can make me more at ease with riding, in case Palance ever sees fit to let me be with my boy."

He extends his hand to her and her companion both, instinctively knowing, maybe from watching his son with the bears, that they are a whole, rather than 2 separate parts.
" All this brings me to wonderin' about the plan to end this slow bleedin' of the Fist. We know where this big rat lives, and we know somethin' about his people, their loyalty and how leadership is determined among them, so what's our plan? You always seem to like to sound out yer soldiers, so if I may, I'll offer ye my insights to this operation Nikolai."
"They respect strength but apparently they deplore the strong arm tactics their lord is usin' to make them compliant. They said that leadership is won by killin' the leader. To look at the shifty little scrags I would guess that killin' is done in the dark o' the night with a blade in the back. Many f his subjects are not gonna be loyal to him because of how he uses their kin as insurance. To be honest that makes me as physically ill as this boat rockin' too and fro. Problem is he will have a hardened core of followers about him, and they won't be the little ratlings we fought in the woods. They'll be hardened killers. As I see it, out best bet is to land in Insumbre, infiltrate the base as quickly and deeply as possible, and kill him. N talkin' to him, no negotiatin'. He has led to the deaths of a bunch of the Fist already and is capable of killin' dozens more by bleedin' them of the supplies they need to carry on. He should get no quarter. If we can accomplish that cleanly, I think we stand a chance of all but that hard core group of his comin' to our side and callin' us their new leader."
"As to gettin' inside, it will probably be all blood and blades. Nothin' in our demeanor strikes me as people he would hire to work for him. Why? Because we all have a spine. We will stand out like a sore thumb their midst. I doubt any of them would ever befriend a wolf, and armored and capable fighters , especially dwarves like myself and Tinker just won't be able to blend very well. Last reason, and it's a pretty big one, I won't lie to them to get inside. Lets face it, to people I don't know I'm about as cuddly as a teddy bear made from pointy shale. Even you lot saw that when I first joined you. They are murderers and thieves and I have no use for them. Had I not believed the drovers about how they were being used we would be on a ship full of lamp oil and I would be pushing for us to just crash it into their warehouse and light it ablaze while we sat outside with silver tipped crossbows to kill the stragglers. But, those drovers spoke true. They know what they are doin' hurts folks but are forced by their love o' their kin to do it. It's a sentiment I can understand. "
" So hit them hard, and fast and penetrate to their core and kill the leader. That is what I propose. Flower compels me to try to spare those that have been used like the drovers have been. I can use the names and examples that you all collected from them, to try and Enthrall the guards around him. It is a prayer of hers fraught with the possibility of going wrong, but if I can get them to listen, I might be able to keep the oppressed out of the fight Problem is, I will also be out of the fight. Sir"


Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used





DM Ken - Battle on the Sea Fang!  d20+6=26 ; d20+6=26 ; d20+6=12 ; d20+6=13 ; d6=1 ; d6=1 ; d20+8=18 ; d20+8=13 ; d6=6 ; d6=1 ; d8=6 ; d8=6 ; d20+8=22 ; d20+8=17 ; d8+5=11 ; d6+5=6 ;
Friday May 22nd, 2015 3:23:20 PM


The night is not an easy one, the storm blows the ship and harries it all the way until anchor drop in the small cove between Isumbre and The Citadel. The captains judgement seemed sound, as the ship's beating from the storm seemed to lessen almost immediately among the breakers where the large ocean waves were sapped of their full strength.

The next day the Fist gather on deck to the calls of the Captain gathering his men to make way and set sail. Jasper is out of his usual armor, and in the clothes of a deck hand. Seeing you muster, the captain quits his shouting and trots over.

"As soon as this fog clears, we will be on the move. That should put us in Isumbre still at midday or before and.. "

The captains voice is cut off by the shouting of men. Annoyed, he turns to yell at his boys but cuts his shout off. He points to the fog, then draws his cutlass and spits out his pipe.

"Boarders! We be under attack!"

The is the wet sound of feet flapping against rock from above the ship, then silence for a brief moment, followed by four echoing thuds of something very heavy landing on the ship. Through the din of the fog you could make out four dark shapes. Now that they are on the lighted ship, you can see the scaly flesh of these humanoid attackers, with their large teeth and spiky hair, two immediately set to work slashing with their nasty claws on ships crew. Two more set their beady eyes on the Agents! One rips into Hope with his jagged teeth, and the other slashes his claws across Jaspers chest!

Surprise Round:

Monster Actions: ???'s storm the ship! Jump vs DC 12 Passed x4.

1st Round, Top:

Monster Actions: 2 ??'s kill 2 crewmen!

??? vs Hope: Bite hits AC 22 vs 17 (flat-footed till you act) for 11 damage!
??? vs Jasper: Claw hits AC 17 vs AC 10 (assuming no armor, yes shield, flat footed) for 6 damage!

Link to map in header!

As Always!

I save a copy of the map round by round.

Move your own token.

Honor system for AoO's and movement allowance!

Enemy Info: 10 ft reach, Claw Attack, Rend Attack, Bite Attack!

Knowledge Nature DC 15 to identify!

AC 15 Touch 11 FF 14 CMD 18 HP 45/51 Jasper Steelfist (David Feest)  d20+7=14 d10+7=14
Friday May 22nd, 2015 7:12:42 PM

With no armor to slow the beasts claws, Jasper's flesh rips easily when the critter slashes him. He knows this fight needs to end as quickly as possible so he springs into action. Calm emotions might save the crew, but casting it here will get him slashed again, and the creatures might be mentally tough enough to resist the effect. In the end he chooses to just try to put the creature in front of him down.
5 foot step and attack Power attack
Attack hits AC 14 for 14 damage

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used

AC 15 Touch 11 FF 14 CMD 18 HP 45/51 Jasper Steelfist (David Feest) 
Friday May 22nd, 2015 7:16:35 PM

By the way, I am only allowed to view, not edit the map, so I cannot move.

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Friday May 22nd, 2015 9:54:57 PM

Tinker is vulnerable without his armor, but also right under the claws of one of the monsters. He grabs his urgrosh and weaves a defensive line to not let the creature past him.

"What are these monsters?", he shouts to the other Agents.

Full Defensive, AC +6

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+4=14 ; d20+6=19 ; d20+6=18 ; d8+10=13 ; d8+10=18 ;
Friday May 22nd, 2015 10:27:38 PM

Hope grimaced in pain, steps back and fires.

Sorry, can't see map .

Knowledge Nature: 14 or 18 if Monstrous Humanoid (someone please aid another just in case).

Attack: 9 or 13
Attack2: 18 or 22
Damage: 13 or 17
Damage2: 18 or 22
Second numbers are if Monstrous Humanoid.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20=19 ; d20+15=24 ; d20+9=24 ; d4=4 ; 3d6=7 ;
Saturday May 23rd, 2015 12:21:45 AM

OOC: I cannot edit the map either.

The buzz starts again. The huge monstrous shapes appearing out of the mist, the blood, the sceams. Chaos reigns, and things get panicky, but for Michael time seems to slow down, He has seen these creatures before, in a book in the library. He watches as one of them reaches down to take a bite out of Hope, and he moves. He tumbles past the beast to position himself where he can flank it against Hope. He then runs his rapier up the inside of the creatures thigh, past its pelvis and into it's abdominal cavity. A gush of rancid blood follows the blade out.

Know nature 19
acrobatics 24
to hit ac 24
damage rapier sm 4 pts back stab 7 pts 3 pts bleed damge per round = 11 +3 beginning of creatures turn.

DM Ken - Battle on the Sea Fang! 
Saturday May 23rd, 2015 4:35:43 AM

Ooc: permissions should be fixed, sorry about that.

boat and Michael easily identify the scaled creatures as Scraggs, cousin to the troll.

DM Ken - Battle on the Sea Fang! 
Saturday May 23rd, 2015 4:35:43 AM

Ooc: permissions should be fixed, sorry about that.

Hope and Michael easily identify the scaled creatures as Scraggs, cousin to the troll.

Prudence Gundle [AC 18; HP 48/48] (Kathy) 
Saturday May 23rd, 2015 8:58:59 AM

As is her standard practice, Pru had cast extended Mage Armor on herself and Nikolai at the beginning of the day. And now more of her companions need her help.

Tinker is right there, and unarmored, so Pru casts Mage Armor on him first.

"Better than nothing, right?" she asks him. Then, "Can you scooch over so I can get Jasper, too?"

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple)  d20+8=11 ;
Sunday May 24th, 2015 7:56:35 PM

NIkolai had just about thanked the gods that they had managed to weather the storm unscathed when the attack commenced. Thankful that Pru always buffed him up with Mage Armor first thing when they awaken, he first sees that the attack, so far, comes from only one side. With a shout to the sailors on the starboard side to man the rails and fight any new boarders, he moves next to Jasper and joins in the defense of the ship.

AC24 vs AoO (Mobility)
Unarmed Attack + Stunning Fist +8 = 11

Stunning Fist 3/4

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22 
Monday May 25th, 2015 7:31:23 PM

Czeching in. I was under the impression today was not a Woldian holiday.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Monday May 25th, 2015 8:29:53 PM

OOC: DM must be busy with the BBQ. We here in Dallas are busy trying to stay away from tornadoes!

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Monday May 25th, 2015 10:01:39 PM

Time slows. Droplets of seawater sparkle in the moonlight as it hangs in the air. The dwarves urgrosh spins in a silver cascades of reflected light to Block a reaching claw...

Prudence Gundle [AC 18; HP 48/48] (Kathy) 
Monday May 25th, 2015 10:48:21 PM

Even as she is trying to maneuver close enough to armor her friends, Pru is using her best tactical-mage thinking to try to calculate the best use of her other spells. Of course, it's going to depend on whether the enemy stays bunched like that, or whether they spread out. Or whether there are more of them....

DM Ken - Battle on the Sea Fang! 
Tuesday May 26th, 2015 12:54:51 AM

Late post incoming. I had to drive to Oklahoma City from Chicago.

DM Ken - Battle on the Sea Fang!  d20+8=13 ; d20+8=14 ; d20+8=28 ; d20+8=24 ; d6+5=7 ; d6+5=7 ; d4=3 ; d20+8=26 ; d20+8=13 ; d20+8=22 ; d8+5=11 ; d6+5=11 ; d20+8=9 ; d20+8=11 ; d20+8=19 ; d20+8=17 ; d20+8=9 ; d20+8=15 ; d8=3 ; d6=2 ; d20+8=16 ; d20+8=26 ; d8+5=11 ; d20+8=27 ; d8=6 ; d20+9=14 ; d20+9=25 ; d6+2=7 ;
Tuesday May 26th, 2015 1:27:02 AM


Tinker quickly takes a defensive position, deciding not to press his luck until everyone is on the same page. He asks about the monsters, and though Hope and Michael figure it out, neither has time to reveal their information yet.

Having figured out her foe is in fact yet another vile monstrous humanoid, Hope aims for the sweet spot, and sinks her second arrow deep into a Scrags white underbelly. (Hope, please give me a rundown of your damage modifiers, I think I'm missing where one of your numbers are coming from.)

Michael wants to flank with Hope, but has two problems. The first is that she is holding a bow, so it's impossible for her to distract the enemy in such a way. Luckily, Drake is there, and can help Michael get the distraction he needs. Using his swift and agile feet, he solves the second problem, his position. Tumbling into place, he draws a gash across the Scrag which bleeds readily.

Prudence moves to support her allies, gifting her usually armored companions a taste of magical armor. So lightweight!

Jasper and Nikolai both move to engage the creatures, but find their attacks bouncing off of scaly thick hide!

End Round 1.

Round 2.

The scrag which took the brunt of the Fists attacks pauses a moment, looking down at Hopes arrow.. He glares menacingly at Hope, but cannot reach her, so he spins and tries to tear apart Michael!

Scrag 1 vs. Michael: Bite 13, Claw 14, Claw 28 (crit confirm vs AC 24) for 14 damage.

The second Scrag in the lines of the Agents looks confused. Its dull eyes try to find the largest threat, then finally it seems to decide against the squat dwarf it has already slashed.

Scrag 2 vs Random = Jasper: Bite 26, Claw 13, Claw 22 for 22 damage.

The third creature pauses a moment to lick the dripping gore of the sailor from his talons, then takes a loping step towards Nikolai, and tries to savage the Thumb, but the canny monk dodges all the lumbering attacks.

Scrag 3 vs Nikolai = Bite 9, Claw 11, Claw 19.

The final Scrag continues his rampage through the sailors, scooping one up and gnawing through his throat before tossing him aside.

The crew begin to panic, as they are simple sailors and not hardened Fist mercenaries. They scurry for below decks, but one is not so fortunate, and is caught in a wide lunging bite that nearly pierces him from check to back.

The captain, made of sterner stuff, draws a crossbow and fires, before slashing with his cutlass! The scrag makes him pay for the gambit, but the captain remains standing.

Scrag Info: AC 16, Regeneration, 10 ft reach, Claw Attack, Rend Attack, Bite Attack!

AoO vs Nikolai miss.

AoO vs Captain hit for 11 damage.


Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18  d20+9=20 ; d4=4 ; 3d6=12 ;
Tuesday May 26th, 2015 3:05:03 AM

With frightening speed the big Skrag whirls on Michael, He dodged the bite and one of the claws but the inviting target the beasts presents offers too much temptation for him to resist, off balance from it's spin and open from it's attack Michael sinks his rapier deeply into it's throat, the flexible blade slding down into it's chest due to it having to bend over to get to him. He yells Sea Troll!!!

to hit AC 20
rapier = 4 sneak attack 12 total 16.

ooc: scrags only regenerate when in contact with water. is it still raining?

Dm Ken: He didn't regenerate any health. The rain is gone.

Prudence Gundle [AC 18; HP 48/48] (Kathy) 
Tuesday May 26th, 2015 8:19:02 AM

Pru casts Mage Armor where she is standing, then steps up to touch Jasper to deliver the spell. "That's everybody, I think," she says.

[OOC: Doing it that way should avoid an attack of opportunity, even against a 10-foot reach.]

AC 19 Touch 11 FF 18 CMD 18 HP 23/51 Jasper Steelfist (David Feest)  d20+7=26 ; d10+7=12 ; d20+7=25 ; d10+7=13 ;
Tuesday May 26th, 2015 10:01:10 AM

OOC
Nice Kathy, way to think tactically!
IC
Jasper is bleeding badly and the creature is unscathed. If he moves away, Nikolai will be squeezed between two of the manglers and sorely pressed. His companions have wounded the one to his right but not killed it. Something has got to give. Himself, Michael, Hope and the captain are hurt. One spell will not help them all, but Flower's embrace will heal them all, and the Troll. Coughing blood the dwarf makes his choice.
" Hope! help me put this one down or I'm finished. Leave the other to the Wolf and Michael."
His beard now as red as it was in his youth he prays silently to Flower to let him not falter. Too many people are depending on them. With a roar he swings again at the beast in front of him, holding nothing back.
Power attack
Attack hits AC 26 for 12 damage
His axe sinks deep into the creature's shoulder. With a grunt he rips it free and heroically swings again.
Attack hits AC 25 for 13 damage
Spent, he cowers behind his shield, waiting for the next assault of claws and teeth.

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used
-1 hero point



AC 19 Touch 11 FF 18 CMD 18 HP 23/51 Jasper Steelfist (David Feest) 
Tuesday May 26th, 2015 10:18:03 AM

OOC
I get all of Hope's numbers to work, except I get her damage bonus as +14 vs monstrous humanoids if she has deadly aim going. She should be at +10 to hit, +14 to damage

to hit +5 bab +3 dex +1 enhancement +1 Point Blank, +4 monstrous humanoid -2 rapid shot -2 deadly aim
Damage +4 str, +1 enhancement +4 monstrous humanoid +4 Deadly aim +1 Point Blank

Without deadly aim I get +12 to hit and + 10 to damage

That's a pile o' modifiers 8).

Also looks like there was a typo, her first attack should have hit AC 19 or 23 instead of 9 or 13. From what I can see that troll looks to have like 25 more damage coming from last round.

DM Ken: Thanks bud. And I agree, looks like a typo there. That changes things significantly.

AC 19 Touch 11 FF 18 CMD 18 HP 23/51 Jasper Steelfist (David Feest) 
Tuesday May 26th, 2015 10:25:42 AM

OOC
Also folks, please update your headers, making me reread several DM posts to know how hurt you are is cruel.

DM Ken - Battle on the Sea Fang! 
Tuesday May 26th, 2015 11:12:24 AM

DM Ken OOC: In light of hopes typo and adjusted damage, Scrag 1 has an additional 25 damage as adjusted on the map.

Hope: I noticed you were only rolling d20+6 to hit. I think you should be rolling d20+10 (or +12 if not using deadly aim). You damage also didn't account for deadly aim.

The Scrag is still up, but teetering hard.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP29/43 Me+9(4), R+9, CMB+7, CMD+18 
Tuesday May 26th, 2015 12:37:35 PM

ooc: updated

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+8=17 ; d8+3=4 ;
Tuesday May 26th, 2015 5:36:59 PM

Everyone is engaged, so Tinker needs to get into action and be more offensive! First, he needs to address the captain and the bleeding Jasper.

"Captain! Withdraw, and to get your men below for a last line of defense."

There! That takes care of the captain. Now for Jasper.

Tinker steps up beside the sea troll attacking Jasper and throws his weight into a hard/with his urgrosh!

....
AC 17. Dam 4

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 47/47 -- CMD 22  d20+10=18 ; d20+10=17 ; d8+14=15 ; d8+14=17 ; d20+3=20 ; d6+1=4 ; d20+4=23 ;
Tuesday May 26th, 2015 6:02:09 PM

Hope hears Jasper's plea and sends two arrows towards the Scrag that is attacking him... she only hopes it is enough to help. Knowing the creature's language, she hopes she can goad it into attacking her instead of Master Steelfist using a few giant insults she picked up in the Scab.

In Giant: Highlight to display spoiler: {"Hey Sea Hag, yeah you, the flop eared, elf-lover I just put two arrows in... why don't you fight something a little more your speed... like me."}

--------

Attack Scrag #2: 18
Attack Scrag #2: 17

Damage Scrag #2: 15
Damage Scrag #2: 17

Drake Attack Scrag #2: 20
Drake Damage Scrag #2: 4

Intimidate Scrag #2 in an effort to get him to attack Hope: 23

-----------

OOC: I was using Deadly Aim and Rapid Shot. I also was not certain at that time whether or not they were Monstrous Humanoid. Plus I was camping and posting from my phone. I also could not see the map hence, why I was so nondescript in my post.

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22 
Tuesday May 26th, 2015 6:03:59 PM

OOC: Sorry, forgot to update header... that's better.

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22 
Tuesday May 26th, 2015 6:05:41 PM

And finally, the intimidate would be 27, with a +4 vs. Monstrous Humanoid... ok I am done... I promise.

DM Ken: Intimidating an opponent to demoralize in combat is a standard action. I assume you'd rather keep your attacks?

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22 
Tuesday May 26th, 2015 7:49:13 PM

OOC: Yes, more for fluff than anything. Feel free to ignore the roll. She is hoping her words anger the Scrag so that he attacks her. Wishful thinking, but you never know.

DM Ken - Battle on the Sea Fang! 
Tuesday May 26th, 2015 10:14:15 PM

(Just waiting on Nikolai, tough fight, so I'm not skippin anyone.)

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple)  d20+5=16 ; d20+5=14 ; d6+3=8 ;
Tuesday May 26th, 2015 10:15:03 PM

Nikolai tries not to get emotional over his friends' injuries, part of his monk training, emotional stability in the face of chaos. And this certainly fit the bill. He continues to slap the creature threatening Jasper and himself.

Flurry of Blows:
Att1 +5 = 16, dmg 8 if hit.
Att2 +5 = 14, pretty sure its a miss.

DM Ken - Battle on the Sea Fang!  d20+8=16 ; d8+5=11 ; d20+8=13 ; d20+8=12 ; d20+8=13 ; d20+8=9 ; d20+9=24 d20+9=28 d8=3 d8=1
Wednesday May 27th, 2015 1:13:46 AM


Jasper double downs on offense, and figures he won't out-tank the troll, but maybe they can focus it down. For his part, he performs admirably, tearing large chunks of meat from the scrag.

Hope does her part too, loosing arrows into the scrag in a violent hail of doom. Her taunt perks the creatures ears, but he cannot make it to her, so he shrugs off the words. Her wolf moves into position, and takes a set of snapping troll teeth for it's trouble. In return, he locks his jaws on the scrags leg. Drake takes 11 damage AoO.

Michael takes the enemy attack in stride, and trades a wound for a kill, sinking his blade far enough into the troll that it collapses in a heap at his feet.

Tinker jumps in as well, and the Scrag begins to look a bit panicked at the focused assault, and screams for help from it's feasting comrade, only to realize it has no voice. Looking down at it's bleeding throat, it falls in a flap on the deck.

Prudence successfully gives Jasper something more than hope to rely on.

Nikolai finally lands a blow on the creature, and which had been impervious to his fists thus far.

End Round 2

Start Round 3

Snarling, one of the Scrags lopes within reach of hope and swings, but misses her badly. The second shuffles closer to Nikolai and lets loose a howl of frustration as the slippery elf dodges every attack.

Confident, the captain laughs off Tinkers order.

"I'll not abandon the fight for my ship, Dwarf!"

He drops his crossbow on the deck, retrieves two more, and fires both into the oncoming Scrags.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP29/43 Me+9(4), R+9, CMB+7, CMD+18  d20+9=23 ; d6=6 ; d20+12=31 ;
Wednesday May 27th, 2015 3:14:41 AM

Wishing that he could strike a cool pose as the monster falls dead to his blade, a smile and wince of pain cross he features as he turns from the beast and cracks his neck back in place from where the thing hit him.. He sees the 2nd troll fall and notices the other two move to engage, He won't be able to flank till positions consolidate a bit so he quickly pulls a sling stone from his pocket loads it into his hoopak and hurls it at the beast assaulting Hope and his spell caster. His postion on the forecastle affords him a good view over the heads of his compatriots. the bullet sails true and imbeds itself in the meaty shoulder of the creature. He keeps an eye out for a convenient rope from which to swing,

perception 31
to hit 23
sling bullet 6 pts.



Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22  d20+10=24 ; d20+10=16 ; d8+14=17 ; d8+14=16 ; d20+3=5 ;
Wednesday May 27th, 2015 3:29:52 AM

Hope takes a quick step away from the Scrag near here, and lets two arrows fly towards the Scrag near her Thumb. After seeing Drake take a hit, she yells at him to hold his position, not wanting him to get hurt further.

Attack: 24 and 16
Damage: 17 and 16.

Drake Hold Action to Attack enemy that comes into range: 5 meh.

AC 19 Touch 11 FF 18 CMD 18 HP 23/51 Jasper Steelfist (David Feest)  d20+7=10 ;
Wednesday May 27th, 2015 10:43:04 AM

Well within reach of the two remaining trolls Jasper has but one mission, keep as many of the Fist alive as he can. Hope is their best "hope" for that since she is a giant killing machine. So his path is clear. He raises his axe and steps into troll 4, swinging hard. Sadly, he misses, leaving him wide open in front of the troll.
" If ye can, burn the ones that're down. I know fire is taboo on a ship, but we can't risk them standing back up. Trolls are known for that."
Power Attack
Attack hits AC 10, miss.

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used
-1 hero point


Prudence Gundle [AC 18; HP 48/48] (Kathy)  d20+6=18 ; d6+3=5 ;
Wednesday May 27th, 2015 1:26:34 PM

Pru grins. "Did somebody say 'burn'?" she asks.

She steps back from the live troll in front of her and aims an Elemental Bolt at the one on the deck, hoping that it's precise enough to avoid setting the ship ablaze.

[Attack troll #1. Hit AC 18 for 5 points of fiery goodness.]

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+11=28 ; d20+8=17 ; d8+3=5 ;
Wednesday May 27th, 2015 6:16:53 PM

Tinker is glad he was able to help, but now the last skrag is headed for Prudence, Hope, and the Captain! A quick glance sees that Michael, Nikolai, Jasper, and even the dog is fully occupied. Tinker is the only one who can move.

No armor helps Tinker skip across the deck to confuse the skrag and confront it with a dwarven urgrosh! Feint with the spike and overhand with the blade, Tinker snarls. "You enjoy blood? Let's see some of yours!"

Move to in between Prudence and the unengaged Skrag.

Acrobatics to avoid AOO. 28

AC 17. Dam 5

DM Ken - Battle on the Sea Fang! 
Wednesday May 27th, 2015 9:11:56 PM

(Will post after I get something from Nikolai.)

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple)  d20+8=21 ; d6+3=6 ;
Wednesday May 27th, 2015 9:56:54 PM

Spells active: Mage Armor
Stunning Fist 3/4

With no time to celebrate their success so far, Nikolai notices Jasper move behind him to help Tinker. That also puts Jasper in danger of being flanked!

He moves 10' to the right to keep the water troll from taking a step forward and swiping at Jasper from behind, but that also opens up an opportunity for Michael to flank the creature as well.

AC24 vs AoO

Att w/Stunning Fist +8 = 21, dmg 6

Stunning Fist: Save Fort DC15 or Stunned for 1 round - can't take actions, loses any Dex bonus to AC, takes -2 penalty to AC.

Stunning Fist 2/4 used.

DM Ken - Battle on the Sea Fang!  d20+8=14 ; d20+8=18 ; d20+11=19 ; d20+8=16 ; d20+8=22 ; d20+8=21 ; d6+5=10 ; d6+5=7 ; d6+7=12 ; d20+8=13 ; d20+8=14 ; d20+8=11 ; d20+11=22 ; d20+11=12 ;
Wednesday May 27th, 2015 10:43:48 PM


Michael starts off the assault against the next scrag by thumping it in the chest with a rock. It grunts, barely registering the bullet. When Hope adds her shots however, it yowls in pain! Jasper sneaks inside it's grasp while it yanks out the arrows, but his attack is wild and misses badly.

Prudence relishes the chance to make something burn, and despite their aquatic nature she finds that Scrags burn just fine. The scrag on the deck convulses, then is no more. Tinker rolls over the burning corpse and near the flailing troll, smashing it with his urgosh.

Nikolai moves to position himself out of Michaels way, easily batting aside a swipe from the troll as he moves. He slams a fist into the Troll, which doesn't really seem to notice.

- End Round 3-

- Round 4-

Snarling, the troll lets out a fierce yowl and sets its beady eyes on Prudence, who has just displayed an affinity towards fire. Loping closer to her, he lashes out fiercely, jabbing two gore encrusted claws into her side, then rending flesh apart as it rips them out. It yells something out in it's strange tongue.

In Giant: Highlight to display spoiler: {"Fire witch has burned Scrik!"}

Vs Prudence: Bite 16, Claw 22, Claw 21 for 29 damage.

The last scrag, which has slapped unsuccesfully at Nikolai, steps towards Prudence, but stops to take a shot at another, closer enemy. This Scrag however, is combat deficient, and once more swings stupidly at air, giving Jasper another round of reprieve.

Vs Jasper: Bite 13, Claw 14, Claw 11

The captain of the ship tosses his last two crossbows on the ground and tumbles forward, cutlass and dirk in hand, but his sword bounces harmless off the Scrag.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP29/43 Me+9(4), R+9, CMB+7, CMD+18  d20+11=27 ; d4=4 ; 3d6=10 ;
Wednesday May 27th, 2015 11:50:36 PM

When the opportunity opens up Michael is there like a shot. Charging through the intervening space and running his rapier up into the trolls kidneys, he feels the vibration in the blade subtly change and knows he bisected one of the spongy masses, he wiggles the blade as he withdraws and is rewarded with a veritable fountain of blood from the wound.

to hit AC 27 (+2 for charge)
rapier 4 damage +10 for sneak attack = 14 3 points bleed damage per round starting with creatures turn.

AC 19 Touch 11 FF 18 CMD 18 HP 23/51 Jasper Steelfist (David Feest) 
Thursday May 28th, 2015 11:28:46 AM

OOC
Are the sailors obviously dead, dead, really dead (head or limbs missing, completely lifeless) or is there still some hope they are alive?

DM Ken - Battle on the Sea Fang! 
Thursday May 28th, 2015 1:29:20 PM

DK Ken: A standard action heal check could tell you the answer to that question.

AC 19 Touch 11 FF 18 CMD 18 HP 23/51 Jasper Steelfist (David Feest)  d20+7=22 ; d10+7=8 ;
Thursday May 28th, 2015 5:01:49 PM

Jasper steps up and swings at the troll menacing Prudence. From what he has seen, she is a tough shield sister, but that attack looked pretty bad.
Powerattacking
Attack Hits AC 22 for 8 damage

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
0/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used
-1 hero point

Prudence Gundle [AC 18; HP 29/48] (Kathy)  d20+6=11 ; d6+3=9 ;
Thursday May 28th, 2015 5:17:52 PM

[OOC: Pru's Armor Class is 18, so unless I'm missing some nuance, the 16 would not have hit her. Based on the DM rolls, I'm extrapolating that she took 19 damage instead of 29, and am updating my header accordingly.]

"Nngh!" Pru staggers and grunts as the sea-troll attacks. "Well," she says shakily, "guess I got their attention."

She sidles over behind Hope and shoots an Elemental Ray at the troll.

[Shooting at troll #4. Hit Touch AC 11 for 9 damage.]

DM Ken: 29 is accurate. Two claws hit for 17, and Rend does an additional d6+7 if both claws hit.

Prudence Gundle [AC 18; HP 19/48] (Kathy) 
Thursday May 28th, 2015 6:22:45 PM

[OOC: Thanks, DM Ken! Header updated.]

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22  d20+14=31 ; d20+14=31 ; d8+14=16 ; d8+14=16 ;
Thursday May 28th, 2015 6:27:41 PM

Hope steps back and fire twice more into the nearest Scrag unless of course it is down, in which case she will fire one, or both into the other standing troll. She taunts the trolls back in Giant, Highlight to display spoiler: {"Unless you want to burn like Scrik, you should flee now!"}

Drake continues to follow orders and stay out of harms way.

-----------------

OOC: Miss rolled, the first two should both be 27's to hit.

Attack: 31
Attack: 31
Damage: 16
Damage: 16


AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+11=14 ; d20+8=24 ; d20+8=11 ; d8+3=11 ;
Thursday May 28th, 2015 7:37:12 PM

Tinker slides in between the troll and Prudence again, not doing a good job of acrobatics, but not needing it either.

His urgrosh rises and falls to slice the monster. "Die, vile scum!", he shouts!

5 foot move to in between Pru and last scrag

AC 24. Dam. 11

aOO if Scrag moves out of Tinker's threatened area. 11 (miss)

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple)  d20+9=26 ; d6+3=5 ;
Thursday May 28th, 2015 11:06:11 PM

Spells active: Mage Armor
Stunning Fist 2/4

Nikolai is quite unhappy that his attacks are only making slapping noises and seemingly not harming the creature. A second of deliberation produces a kama, which he proceeds to use against the sea troll.

Move: draw kama.
Att +7 +2 (flanking) = 26 dmg = 5

DM Ken - Battle on the Sea Fang!  d20+8=21 ; d8+5=11 ;
Friday May 29th, 2015 12:21:05 AM


As Michael closes in, the embattled Troll rips his teeth into the oncoming halfling. ( Hit AC 21 for 11 damage). The Halfling makes a show of causing pain, and the troll bellows again. Jasper switches targets, and tries to peel the Scrag off of Pru. He smacks it with his axe, and is rewarded with a "splotch" as he breaks skin.

Prudence gives the scrag who tore a little piece off something to think about, and is rewarded with a menacing glare as it's flesh sizzles. Tinker jabs his Urgosh into the wound, and the Scrag screams it's last!

The remaining Scrag seems to heed Hope's warning, or maybe it didn't like the torn flesh courtesy of Nikolai and his Kama, and withdraws, leaping overboard with a splash and vanishing under water.

(Withdraw, no AoO)

As quickly and abruptly as it began, the Scrag assault is over!

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP29/43 Me+9(4), R+9, CMB+7, CMD+18  d20+3=11 ; d20+3=22 ; d20+3=23 ; d20+3=13 ;
Friday May 29th, 2015 12:47:04 AM

When the skrag jumps ship Michael sees the remains of the sailors cut down by their rampage bleeding out on the deck, he rushes to them and begins to triage the remains. Master Steelfist, come quickly! we may be able to save someone!

Heal check for each of the four downed sailors. 11, 22, 23, 13. to stabilize.



Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22  d20+1=3 ;
Friday May 29th, 2015 2:25:47 AM

Hope isn't much in the way of a cleric, or medic, and certainly no nurse, but she will do what she can to help Michael and Jasper patch of the sailors. "Just tell me what to do and I'll do it." The problem is, Hope is getting in the way more than she is helping.

Aid Another: Failure 3

AC 19 Touch 11 FF 18 CMD 18 HP 32/51 Jasper Steelfist (David Feest)  d6=4 ; d6=5 ;
Friday May 29th, 2015 8:31:28 AM

Jasper carries healers kits, and Flower would allow him to tend to a large number of wounded one at a time, but the sailors have been on the deck too long for such half measures. Jasper calls his comrades and the captain closer as he rushes to the sailors. Once all are within range he call's upon Flower to heal their wounds and channels her positive healing energy. He does make sure to move at least 30' from the nearest troll before doing so.
Channel energy for 9 healing

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
1/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used
-1 hero point

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP27/43 Me+9(4), R+9, CMB+7, CMD+18 
Friday May 29th, 2015 10:15:51 AM

updated

Prudence Gundle [AC 18; HP 28/48] (Kathy) 
Friday May 29th, 2015 4:45:19 PM

Pru lets out a little sigh of relief as the healing energy washes over her. Hopefully, there's more where that came from, but she realizes that everybody will be a little busy for a time.

"Did we lose anybody overboard?" she asks.

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+11=21 ;
Friday May 29th, 2015 8:48:19 PM

Tinker momentarily slumps as the battle is over, but quickly takes a station to guard. Seeing Hope flounder, the dwarf calls bluntly. "Hope! Maybe get your bow and take a watch. We can cover the others as they do their healing. Never know if the skrags may come back. Hmmm, gonna need to burn em too"

Tinker keeps watch. Perception. 21

DM Ken - Battle on the Sea Fang! 
Saturday May 30th, 2015 1:34:39 PM


After the fight, the ships crew is gathered on the main deck as quickly as possible. The men tensely watch their fallen friends as Jasper focuses his healing channels, and a few of their chests rise and fall once more. The troll remains are burned, ashes scattered. The captain gets a small short party together to bury and say farewell to their lost friends.

Back on path, the ship encounters some gentle rains, the refreshing kind that makes you feel brisk and spry for having been in it. The gentle rain-spatter accompanies you all the way through your journey. Even through the rain, you can see the 1000 Spires of the Cult of Isumbre, which never fails to send chills through the most stalwart heart. As the boat looks for a berth, the bells go off sending a prayer skyward.

A shoreboat rows itself alongside the ship and calls out a dock to the captain. He yells some sea jargon back, and retrieves an item from his belt that looks like a silver shark. He whispers the number into it's ear, then throws it overboard. Within moments, the ship lurches and is steadily dragged to it's pier.

With a wide, toothy grin, the Captain gives a friendly bow to the Agents, with the exception of Hope and Prudence, who each also get a bow with a flourish, wink, and tip of his hat.

"Thanks fer sailin' with me Agents. It's been grand. If not for you, we might have been lost to those damnable Scrags."

The Warehouse District is easy to spot, being pushed right up against the giant piers. The Agents are literally a mile from their goal.

End of Scene Xp: 500 per player.
End of Scene Hero Points: +1 to Hope, who has earned the eternal hatred and fear of the Scrags of Dirglet's Cove. +1 to Michael, for wonderfully descriptive battle text and the gory finishing of foes.

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK)  d20+7=22 ;
Saturday May 30th, 2015 2:15:42 PM

Tinker is happy that the agents were able to win the battle. It was tough, but with teamwork, they were able to win again. And now, the team is able to look across the waters to see the 1000 Spires of Isumbre.

Tinker talks with a sailor as he goes about his duties, learning the local knowledge of the town, docks and warehouse district.

Know Local - 22

Hope Sinclair -- Drake Zach -- AC 20/13/17 -- HP 36/47 -- CMD 22 
Saturday May 30th, 2015 5:12:02 PM

Hope smiles back at the Captain as they prepare to disembark. The first chance she gets, she approaches Prudence. "That fiery display back there really got the attention of the Scrags. One of them even called you a Fire Witch. That was quite impressive. You know, almost all of the female recruits at the Citadel look up to you."

Hope also tries to find Jasper. "Thanks for the kind words before. I didn't get a chance to mention that before because of the Scrag attack."

Then to the group she asks, "So what should I know about the 1000 Spires? I'll admit, I don't know too very much about the history. The geography sure, but not much else."

AC 19 Touch 11 FF 18 CMD 18 HP 47/51 Jasper Steelfist (David Feest)  d6=6 ; d6=3 ; d6=4 ; d6=2 ;
Saturday May 30th, 2015 8:19:28 PM

OOC
DO we have a plan? If we do can I hear it again? I remember posing as buyers before we caught Helmbane and his crew. But that's done with right? Was the new plan that we know where we are going, kick in the door and carve ourselves a path to the big cheese? Sorry, I get easily distracted by trolls.

IC
When some of the fallen Sailors stir Jasper lets out a breath he hadn''t been aware he was holding. He draws any more of the crew that were hurt in as well as making sure his friends that are hurt are close and channels again, then again.
Healing 9, then 6 more for a total of 15 healing
Once he is assured everyone is feeling better he goes below and changes back into his armor and vestments. He solomnly helps wrap the dead sailors and will accompany the shore detail to bury them, giving them Flower's blessing to take with them into the lands of rest.
When he returns and finds out if they are going to assault the warehouse straight away or wait until tomorrow he will decide how to heal any remaining wounded.( I think that is just Pru and myself and a tap from the wand should heal each of us if the raid is today. If it is tomorrow then 2 CLW from Jaspers Spells will do.)

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
3/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used

AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Saturday May 30th, 2015 9:23:07 PM

Tinker watchers the approach of Isumbre. And looks at Nikolai. "We have enough of a lead to rest a day, I think. And then we kick in the door and carve ourselves a path to the big cheese, right?"

The young dwarf has many skills and loves puzzles, but people and tactics he knows nothing about.

Prudence Gundle [AC 18; HP 43/48] (Kathy) 
Saturday May 30th, 2015 11:32:40 PM

Feeling quite a bit better after the additional healing, Pru smiles at Hope. "Thanks. Fire's about all I do, but I do it a lot." Then she shakes her head. "Look up to me?" she asks. "What for? The only reason the Fist took me at all is because of my magic, and that's just a fluke. If you ask me, they're better off looking up to somebody like you."

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Sunday May 31st, 2015 3:37:27 PM

HP adjusted, +1 point for rest. [bThanks Jasper, this is sure a lot better than what Pru makes us do to heal up...she just says to rub some dirt on it.[/b]

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Sunday May 31st, 2015 5:36:42 PM

I think we should scout the place out and see what we are dealing with first. If I were a rat or thief I would have an escape route, maybe split the party and have one group waiting at the escape route and the other assaulting.
in any case the lay of the land will effect the geometer of the battle. I'd like to try and get the women and the children out before we hit them. If there is one thing if learned in this life it's that it sucks to be a hostage.


Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 38/38 CMD 22/24(Grapple) 
Sunday May 31st, 2015 11:48:07 PM

Nikolai oversees the destruction of the sea trolls, glad to learn that they don't regenerate like their land cousins. He looks into the deep waters and wonders what treasure horde they've accumulated and sighs.

"I wish we could compensate the families of these sailors, but if they had any treasure, it will stay put for a long time."

Nikolai smiled inwardly as Pru's reputation grows when Hope mentions how the other female recruits think of her. His own mother was a formidable mage, but she was sent off with a battalion and never came back to the Citadel. Mixed in with many other mages, reputations are harder to garner. But here at the Citadel where most of the inhabitants are recruits, a reputation can stick easier. Of course Nikolai would rather such attention not be upon himself. He has no desire to have a cadre of recruits hanging around him all the time.

With the sailors healed or buried at sea the ship underway again, talk goes back to what plan to use once they arrive. A frontal assault is mentioned, a days' rest and some scouting is also mentioned.

"With the hat, each one of us can make a pass by the warehouse and study it some without raising suspicion so a scouting trip is a good idea. We can locate any obvious exits. I'd rather not just barge in, but gain entrance by subterfuge pretending to be Helmbane with Jasper wearing the hat. Once inside we try to find out where the families are being kept then let loose with all we got. Our group is too small to split up, unfortunately, otherwise having a couple enter through the back door would be a good idea too. But such places probably have traps against such a thing. Best we stick together."

There is still time before they need to choose a plan and the layout of the warehouse may give them some other option.

"At least for now, lets plan on a scouting trip. Tinker likes such things. Wearing the hat can try to get close and look for some means of stealthy entry we might try at night. Perhaps cut a section of roof of and go in that way. Just won't know anything until we get a look at it."

If the group agrees then, they'll first look for a decent inn to 'camp' out at, then start their scouting trips. Each one who wants, dons the hat, taking on some different look, then passing by the warehouse as best they can without raising suspicion.

AC 24 Touch 11 FF 23 CMD 18 HP(56) 51/51 Jasper Steelfist (David Feest)  d8=2 ; d8=2 ;
Monday June 1st, 2015 12:18:07 AM


Jasper overhears Prudence's response to Hope. His demeanor is light when he answers her question, but his face is serious.

"Lass, you don't seem to understand what they see in you. I belonged to this army for a long time, a long time ago. I know a few things about how they view recruits, and I have seen the file on your unit. Let me explain what they see, and why it inspires them."
"Almost to a man, your unit was created to fail. You were an untrained farm girl, with no instinct to fight or kill anything. The halfling ranger you had never saw an order he couldn't find a way around. The cleric in your original group was stoned out of his mind half the time. Even when he knew where he was, he didn't have any martial training or inclination to gain any. Tinker is a dwarf, that has no roots as a dwarf. With no sense of who he is, they saw little to motivate him to accomplish much. Your halfling marksman was a crack shot, but a little more than slightly insane. Nikolai was from an old Fist family, and the paladin was the right kind of recruit to pass muster, but other than that, the double fist was put together to fail out elements that the command structure saw as weak."

"What the other women in the Fist see in you, and admire is that none of you let the command structure be right. You all did well on your individual written tests because you all knew how to think and act on your best hunch. The ones that fail that test are the ones that look at the question and say, 'but we were never taught that' and give up. Your double fist knew they were on the edge of failing out and applied themselves. So what if you don't know the answer? You know that putting SOMETHING down means you have a chance to be correct. So you guess at a few, and drive home the answers on the questions you know."

"Then after that showing they decided to test you in the field, thinking that surely you would fail at that. You were far from a homogenous unit. You were all different and all fought in a different manner. The thing they didn't count on was that you had everything to lose if you failed, which meant that failing was not an option. You blended your various styles together and made a great showing. Then there was the stealth test. Fist doctrine would have made you leave your loud heavy hitters behind and only use your stealthy assets. Instead, you used those without skill at stealth to distract your opponents and screen your stealthers, to great effect. Every time your should have failed, you came out on top."

"Why do they look at you as a shining example? Because against every wager to the contrary, a simple farm girl like you has not only managed to beat the odds, but to make the top of the scuttlebutt list while doing it. Do you think it is a coincidence that your success at holding off the gnolls at Hornfowl boils down to a tale near the end of the fight where you, a skinny farm girl not only stood tall and delivered when it was needed, but are credited with saving most of your fist by refusing to pass out or die like mst mages would have after being used as a chew toy by a massive hyena? Instead the tale goes that you kept burning the beast until IT fell over dead."

"Most soldiers don't want any kind of fragile mage in their unit because they feel they will have to risk their lives to keep that mage alive. Today, as if to add to your growing legend, you kept your entire Fist alive by putting you magic between us and those trolls. I'm old, and about as agile as a three legged cow. Dodging those trolls was going to do nothing to save my hide. But a quick bit o' magic and a touch from you, and I lived to be able to help save a couple of those sailors. You are the stuff of legends to those girls who are used to seeing a girl like Hope in the Fist, not a woman spell slinger. Maybe if some of those girls start believing in themselves because they have you as an example, then more competent women will join the Fist, and things like what Helmbane was originally reprimanded for won't happen."

"That's why you need to be the inspiration that you already are. Hope is proof herself that not only a man can fire a bow with speed accuracy and enough force to drive nails with the arrows. Soldiers expect that kind of strength from their shield mates. The kind of strength, fortitude and toughness you show every time you fight and return not only alive, but figuring prominently in your whole Fist returning alive makes those soldiers think it might not be so bad to have a mage in their Fist." Let them look up to you. Let them reach to be as good as they can be with you as an insperation. The Fist only grows stronger with idols like you to look up to."


Jasper heals himself and Pru since the plan seems to be to wait until tomorrow.

Jasper heals 5 hp
Pru heals 5 hp

Notes
Spells prepared: Light, Detect Magic, Purify Food and Drink, Detect Poison, CLW(domain), Bless, Entropic Shield, Shield of Faith, CMW(domain), Enthrall, Calm emotion
3/3 channel energy used ( 2d6 healing per use)
0/6 rebuke death used
0/6 calming touch used


AC 15+6 T15 F10 CMD 19 (23 Bull Rush or Trip); HP 42/42 "Tinker" (SteveK) 
Monday June 1st, 2015 6:53:08 AM

Tinker shakes his head and smiles. The older dwarf is a good companion (after a rocky start between them), and his heart is definitely in the right place, but he CAN talk your ears off. Tinker thinks a moment. Kind of like home with a family of gnomes", he murmurs before looking at Prudence.

"And why shouldn't women AND men look up to you, Bean Pole? You are a true and trusted battlemate." Tinker doesn't say any more because for him, that settles the matter right there.

Shane P Michael Wittman AC20, T16, FF15 (ucdodge) HP43/43 Me+9(4), R+9, CMB+7, CMD+18 
Monday June 1st, 2015 10:46:41 AM

Michael listens to the old dwarf speak, thinks about his words, the contributions Pru has made and his personal experience with Pru. He then pats her on her lower back, smiles up at her and nods affirmative.

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