• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Expansion

The only true weapons were the shortsword and a few daggers; the one tough had a crowbar, and the leader had an armored coat, but they were not dressed for battle, they were dressed and prepared for staying unnoticed, something they did quite well overall, all things considered.

"Off to someplace that isn't here, I would wager. Without someone to give him orders, he's harmless to you, and it would take mighty good pay to meet the level of pay we got with yonder ranger. Only mistake he ever made was leaving that blasted gnome alive to tell the tale. My papa always said if you're going to do a job, be willing to do the entire job. Yonder fellow's only weakness was an unwillingness to shed blood; bad trait to have in this business." The tough is perfectly willing to talk about his chosen profession, still sulking over the damage Audra did to his ego and reputation.
 
Last edited:

log in or register to remove this ad

Audra does her part, after getting her clothes back in order, to help with binding the wounds of those who had been dealt with earlier, something she did quite a bit back in Venza. With that done she turns to Ariel, a thought brewing. Purposely ignoring the bound thug she had tackled, she leans over to Megan.

Think Adolfo would like a chance to speak to this lot? Give him some sense of closure at least, that some form of retribution has been delivered. Perhaps he should be the one who, in the end, decides their ultimate fate.
 

Ariel Esimae, Female Aasimar Cleric

Ariel looks for traces or tells that the man is lying.

The war-maiden states, "I think hanging will be the punishment, once they are positively identified. Unless they have an alternate way of executing bandits.

"But Mister Savi will definitely need to be consulted and given the opportunity for interrogation."


Sense Motive (1d20+6=14)

[sblock=Mini Stats]Initiative: +2
AC: 22 (20 without shield, 18 flat-footed, 12 Touch) +2AC Barkskin
HP: 23 Current: 23
CMB: +3 CMD: 15 Fort: +5 Reflex: +4 Will: +7 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity
Conditions if Effect: Barkskin (+2AC), resistance (+1 on next Save), Bless (+1 Attack)

Current Weapon in Hand: Lonspear
Javelins: 5/5 Remaining

Fire Bolt: 5/6 Remaining Channel Energy: 5/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: Orisons: (Light, Resistance, Guidance, Detect Magic)
1st Level 1/4 (Bless, Doom, Shield of Faith, Burning Hands)
2nd Level 2/3 (Hold Person, Lesser Restoration, Barkskin) [/sblock]___________________________________________

Nicki-Aycox_9-29-03_Wescyde-Scan.jpg
Ariel Esimae
 

The foreman, overhearing the conversation, comments quietly, "There are indeed punishments other than hanging, and while some of them can be recovered from, others make hanging look down right genteel. You're in a port town, where ship captains tell stories of what they have done to prevent mutinies, and many of those tales would make your god of justice cringe."
 

"Let's not waste any time then. If they got any loot it'll be stashed at their dwelling. Saktouk, since you got a good look at the last man, why don't you come w/me to check the place out. We'll meet you guys at our inn afterwards."
OOC: Megan has lost 8 hp
 

Saktouk Bekloric, half-orc monk

Saktouk nods. "Lead the way, lass," he says.

[sblock=mini stats]Saktouk Bekloric
Initiative: +2
Perception: +6
AC: 15 (12 flat-footed, 15 Touch)
HP: 13 Current: 13
CMB: +4 CMD: 19 Fort: +4 (+6 vs poison & drugs, +8 vs alcohol)
Reflex: +5 Will: +5

Conditions in Effect: none

Current Weapon in Hand: unarmed
Shuriken: 20/20 Remaining

Elemental Fist: 1/1 remaining[/sblock]
 

[sblock=Megan and Saktouk]You go to where you know they were staying in an attempt to search their quarters, but the landlady refuses to let you enter their rooms without an official warrant.[/sblock]

[sblock=the rest of the party]You return the Clockwork Boar Inn, getting some atttention as you pass under the castle and near a watch house. You get as far as the courtyard before you are stopped by the on duty guards, who politely ask you your business. You start to explain when Two Tails and Adolfo come out of the Inn, drawn by the commotion, and explain the situation as the prisoners are firmly secured by the guards. When the explanations were done, the guard captain snarls at the tied up men, "So you're are the fools that have disrupted the quiet on the road. I've a mind to kill you and stick you heads on a pike as an example, but you're in luck today. A Navy vessel just docked with a lot of sailors unfit to go back out. I'll give the "opportunity" to volunteer to fill the gaps before I slice your heads off in the morning. Take them away." He glares at the prisoners as they are hauled off.

As soon as the prisoners are out of sight and hearing, his voice changes
to a much more pleasant tone. "Impressive work. We try to discourage vigilantism, but as long as you cleared your little operation with headquarters, I'll take all the help I can get. Shame the other one got away, but it sounds like he's pretty much done in the banditry business; no one will touch him as an ally after he abandoned his fellows like that. Once headquarters has had a chance to process the prisoners and your story, there will probably be a reward for their capture. I'll have it sent here if there is." With that, the guard captain and the remaining on duty guards return to their posts, while the off duty guards lounging around insist that they pay for your meal tonight in return for the full story.[/sblock]
 

Ariel Esimae, Female Aasimar Cleric

Ariel calls forth a blessing of healing and wave of divine energy washes over her companions that are injured. Megan and Audra notice that it is stronger than before, completely healing the half-elf's wounds. But also the healing energy does nothing for the two injured thugs she stabilized.

As Megan and Saktouk state their intentions, she says, "Be careful and we will see you back at the inn."

Channel Energy (2d6=8)
____________________

Once the prisoners have been dealt with, Ariel returns inside the inn to grab a table to wait, gesturing to Audra and the Summoner to join her.

Ariel explains, "Veniarus, tomorrow we are leaving to deal with an undead creature in a crypt back near Venza. We need to be sure we are prepared."

"How are you for spells to fight a skeleton. If need be, maybe you should carry some holy water."

"And we need to make sure we have bludgeoning weapons. Of course, one undead could mean more. I think we should have slashing weapons too in case there are zombies."


[sblock=Mini Stats]Initiative: +2
AC: 22 (20 without shield, 18 flat-footed, 12 Touch) +2AC Barkskin
HP: 23 Current: 23
CMB: +3 CMD: 15 Fort: +5 Reflex: +4 Will: +7 (+8 vs. Fear)
+1 for all with Resistance
Resistance: 5 Cold, 5 Acid, 5 Electricity
Conditions if Effect: Barkskin (+2AC), resistance (+1 on next Save), Bless (+1 Attack)

Current Weapon in Hand: Lonspear
Javelins: 5/5 Remaining

Fire Bolt: 5/6 Remaining Channel Energy: 5/5 remaining
Deflection Aura: 1/1 remaining
Spells Remaining: Orisons: (Light, Resistance, Guidance, Detect Magic)
1st Level 1/4 (Bless, Doom, Shield of Faith, Burning Hands)
2nd Level 2/3 (Hold Person, Lesser Restoration, Barkskin) [/sblock]___________________________________________

Nicki-Aycox_9-29-03_Wescyde-Scan.jpg
Ariel Esimae
 
Last edited:



Into the Woods

Remove ads

Top