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4 posters

    Revolution Calling

    whit10
    whit10


    Posts : 6622
    Join date : 2012-03-27

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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Wed Nov 15, 2023 10:54 pm

    Ah, I missed that. Ok, Jeaupear can guide the group.

    After a few hours you make it to just outside the town without incident or seeing anyone. It is late evening, almost midnight.

    On your approach you see the bridge and creek mentioned by King.

    Revolution Calling - Page 2 Bridge10
    Whitey
    Whitey


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    Location : ColoRADo

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    Revolution Calling - Page 2 Left_bar_bleue30/30Revolution Calling - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Whitey Thu Nov 16, 2023 9:27 am

    King also has darkvision 😎
    Whitey
    Whitey


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    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Whitey Thu Nov 16, 2023 9:30 am

    GM: are the grey circles boulders? How tall? No trees?
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
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    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Thu Nov 16, 2023 11:08 am

    sorry, those are tree stumps. Each is only about a foot tall (cover if laying down) but otherwise just an impediment to travel. They just took down the trees for construction purposes
    Chris
    Chris


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    Revolution Calling - Page 2 Left_bar_bleue35/35Revolution Calling - Page 2 Empty_bar_bleue  (35/35)
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    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Chris Thu Nov 16, 2023 1:57 pm

    Does Coffin see any old logs from the lumberjacking around the river area?

    Perception
    Result of the throw of dice "1d20 +3" :

    9 + 3 = 12


    Coffin also has 2 animal pelts that he came to town to sell, if he needs a cover story.
    navyik
    navyik


    Posts : 5040
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    Revolution Calling - Page 2 Left_bar_bleue68/68Revolution Calling - Page 2 Empty_bar_bleue  (68/68)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  navyik Thu Nov 16, 2023 2:35 pm

    “No covair. Maybe not the right place.”
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Thu Nov 16, 2023 3:20 pm

    there is some cover by the river banks and there is still some stub growth around the trees. It's not the best cover but it's not completely barren.

    There are some disgarded logs that weren't large enough (it would seem) down by the banks. Let me see if I can improve that map (it was giving me fits when I made it)
    Chris
    Chris


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    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Chris Thu Nov 16, 2023 3:30 pm

    navyik wrote:“No covair. Maybe not the right place.”

    Coffin tugs on the side of his fine moustache as he studies the area, "The British will see the field and think the same thing, monsieur, which will add to our surprise. I will require a couple of those short logs to be left near the bridge. If you have time, haul one about 20 paces (60ft or just off the map) off to the side with the clearest line of sight, si vous plaitre (if you please)"


    GM - the map goes about 40-50ft to the sides. is the ground basically the same out to 75ft or another 5 squares?
    just checking for ranges as we may want to be a bit further off with some things...
    whit10
    whit10


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    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Thu Nov 16, 2023 8:40 pm

    yeah, sorry that this map is rather small. It's the best I could do with the PP and so forth.

    Yes, the terrain is basically the same until you get about 100 yards from the road. They have only felled part of the forest. The trees are still present and somewhat thick at that point.

    Since that range is still well within rifle range, we can come up with a way to deal with that if someone wants to be off the map. (pistols and smoothbores are perfectly ranged for this map)
    navyik
    navyik


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    Revolution Calling - Page 2 Left_bar_bleue68/68Revolution Calling - Page 2 Empty_bar_bleue  (68/68)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  navyik Fri Nov 17, 2023 5:55 pm

    Jeaupear hauls logs as directed, humming a dirty song about a mermaid with the head and torso of a fish and the hips and legs of a lady. Inside his song and mood obscure the embers of rage in the memories of Quebec City.  But the reserves of rage strength are evident in his labors.
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Fri Nov 17, 2023 7:19 pm

    ok, Jeaupear is moving logs. Any other preparations you want to do here?

    Are you going to try and stay somewhere in town tonight or camp out around here?
    Whitey
    Whitey


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    Revolution Calling - Page 2 Left_bar_bleue30/30Revolution Calling - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Whitey Fri Nov 17, 2023 7:41 pm

    While the Captain directs Jeupear, King will scout the area for signs of British activity/advancement

    Perception:

    Fri Nov 17 2023 16:41:34 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 5 to total : 19, + 5, TOTAL: 24

    Dang. Burning all the good rolls


    Last edited by Whitey on Sat Nov 18, 2023 11:26 am; edited 1 time in total
    navyik
    navyik


    Posts : 5040
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    Revolution Calling - Page 2 Left_bar_bleue68/68Revolution Calling - Page 2 Empty_bar_bleue  (68/68)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  navyik Fri Nov 17, 2023 7:58 pm

    “Maybie since zay do all zeess work, we pretend to work here too?” He looks around. Does it look like a crew is coming here during the day still?
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Fri Nov 17, 2023 9:55 pm

    Since it's night and even darkvision wouldn't necessarily account for that

    Perception check please (anyone can try this check)
    navyik
    navyik


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    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  navyik Sat Nov 18, 2023 12:32 am

    Perception
    Result of the throw of dice "1d20 +3" :

    18 + 3 = 21
    Chris
    Chris


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    Revolution Calling - Page 2 Left_bar_bleue35/35Revolution Calling - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
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    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Chris Sat Nov 18, 2023 11:15 am

    Coffin is in town distributing the Broadsheets. He will post them in places he sees other posts, hand them out to anyone awake and post them on public buildings.
    I think this takes 4 hours without help. It will give him a +2 to a CHA check tomorrow to gain support.

    Coffin plans to spend the night in town, if there are vacant rooms at an inn.
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Sat Nov 18, 2023 12:39 pm

    Jeaupear - no, it looks like it's been several days since anyone has been taking the trees down

    Coffin - ok, your broadsheets are posted. It's really late at night but someone pokes his head out of the kitchen when you enter the Inn

    "A might late for travelers........ "
    Whitey
    Whitey


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    Age : 48
    Location : ColoRADo

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    Revolution Calling - Page 2 Left_bar_bleue30/30Revolution Calling - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Whitey Sat Nov 18, 2023 2:15 pm

    GM, did you see King’s search for signs of British activity?
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Sat Nov 18, 2023 2:44 pm

    sorry, I forgot to comment on King.

    You don't see anything obvious. It looks like an encampment was here at some point but its many weeks old
    Chris
    Chris


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    Revolution Calling - Page 2 Left_bar_bleue35/35Revolution Calling - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Chris Sat Nov 18, 2023 8:22 pm

    whit10 wrote:

    Coffin - ok, your broadsheets are posted.  It's really late at night but someone pokes his head out of the kitchen when you enter the Inn

    "A might late for travelers........ "

    Coffin expresses genuine weariness, "Yes indeed, my good fellow. The road seemed rather longer than I remember. I am in need of at least a room and perhaps a meal, if you have anything left in the kitchen." Coffin doesn't try to hide his thick Boston/Nantucket accent as it serves the purpose of a traveler.
    Whitey
    Whitey


    Posts : 1761
    Join date : 2017-09-17
    Age : 48
    Location : ColoRADo

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    Revolution Calling - Page 2 Left_bar_bleue30/30Revolution Calling - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Whitey Sun Nov 19, 2023 11:37 am

    King will join Coffin at the inn after his scouting mission.
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Sun Nov 19, 2023 1:35 pm

    the old innkeeper looks you both over (not sure if Jeaupear is joining?)

    'eh, well, you aren't the damned redcoats... I'm sure I can find some ale and some stew from earlier. Give me a few moments..."

    He shuffles off to get your food. There is no one else in the tavern/inn except for one passed out, rather scruffy looking man.
    navyik
    navyik


    Posts : 5040
    Join date : 2012-03-22

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    Revolution Calling - Page 2 Left_bar_bleue68/68Revolution Calling - Page 2 Empty_bar_bleue  (68/68)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  navyik Sun Nov 19, 2023 2:30 pm

    Jeaupear will sit a spell at the inn but sleeps in the stable.


    Last edited by navyik on Mon Nov 20, 2023 2:06 pm; edited 1 time in total
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Mon Nov 20, 2023 1:21 pm

    I will update later today/tonight
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Mon Nov 20, 2023 11:46 pm

    You are served a rather lukewarm meal and given decent rooms for the evening... except for the Frenchman who sleeps in the stable where he should be sleeping. tongue

    The dawn comes and you can hear people starting to move around in the inn.

    I believe there are some plans for today....
    Whitey
    Whitey


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    Age : 48
    Location : ColoRADo

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    Revolution Calling - Page 2 Left_bar_bleue30/30Revolution Calling - Page 2 Empty_bar_bleue  (30/30)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Whitey Tue Nov 21, 2023 8:53 am

    King will rise at first light and make his way down to the waterfront. He’’s looking for a decent boat that will carry three men and a literal ton of cargo, probably a 15-18 footer with oars and maybe a single mast.

    GM let me know what rolls, if any, you need….
    whit10
    whit10


    Posts : 6622
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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Tue Nov 21, 2023 11:16 am

    Investigation check please
    Chris
    Chris


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    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Chris Tue Nov 21, 2023 11:37 am

    Whitey wrote:King will rise at first light and make his way down to the waterfront. He’’s looking for a decent boat that will carry three men and a literal ton of cargo, probably a 15-18 footer with oars and maybe a single mast.

    GM let me know what rolls, if any, you need….

    Coffin rises with King and sets about his work.

    "First things first...."  he muses to himself.


    Coffin will use the Gambit Dead Drop


    Dead Drop
    1st-level divination
    Casting Time: 10 minutes
    Range: 1 mile
    Components: S
    Duration: Instantaneous
    You search for a nearby cache of food and supplies
    hidden by members of your cause. To locate a dead drop
    you must be within a settlement, or near the outskirts.
    The cache is stocked with enough rations to feed up to
    6 creatures for one day and some additional supplies,
    which cannot be sold. Roll a d12 and consult the table
    for the supplies. The first time you successfully locate a
    cache, it is fully stocked.

    d12 Supplies
    1-2 3 lb. of tallow and £ 1 worth of ammunition
    3-7 £ 2 worth of ammunition
    8-9 Two vent picks and £ 1 worth of ammunition
    10 One poultice of healing
    11 Two portfire or one smokepot grenade(s)
    12 A cryptic clue or message, determined by the GM



    Result of the throw of dice "1d12" :

    3


    Coffin finds the rations and £ 2 worth of ammunition!


    He will makes sure to hand off the food to King to add to his skiff.  He thens heads to the town square to wait for the morning traffic.  He hopes that people notice the Broadsheets and\or are talking about them.  He rehearses his speech in his head to request aid from some local patriots.

    I assume this is a Persuasion check?

    Let me know when there is a sufficient crowd gathered.  Remember the goal is to secure some local aid in the fight ahead.  He is looking for 1 good volley from the woods.  The locals can then disperse and hide.  This mirrors the gambit I posted earlier for reference and roleplay.
    whit10
    whit10


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    Revolution Calling - Page 2 Left_bar_bleue19/19Revolution Calling - Page 2 Empty_bar_bleue  (19/19)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue1/0Revolution Calling - Page 2 Empty_bar_bleue  (1/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  whit10 Tue Nov 21, 2023 12:39 pm

    Coffin notices that a small group (about a dozen) has gathered around some of his broadsheets. There seems to be some spirited discussion as you arrive (after finding the cache).

    Yes, Persuasion would be the right check
    Chris
    Chris


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    Hit points:
    Revolution Calling - Page 2 Left_bar_bleue35/35Revolution Calling - Page 2 Empty_bar_bleue  (35/35)
    Action Points:
    Revolution Calling - Page 2 Left_bar_bleue0/0Revolution Calling - Page 2 Empty_bar_bleue  (0/0)
    Character Sheet:

    Revolution Calling - Page 2 Empty Re: Revolution Calling

    Post  Chris Tue Nov 21, 2023 1:47 pm

    Coffin slowly walks up to the group, so as not to startle them.  "My fellow patriots.... "  He begins with a warm smile and an earnest heart.  

    "How easy it is to abuse truth and language, when men, by habitual wickedness, have learned to set justice at defiance. That the very man who began the war, who with the most sullen insolence refused to answer, and even to hear the humblest of all petitions, who has encouraged his officers and his army in the most savage cruelties, and the most scandalous plunderings, who has stirred up the Indians on one side, and the negroes on the other, and invoked every aid of hell in his behalf, should now, with an affected air of pity, turn the tables from himself, and charge to another the wickedness that is his own, can only be equalled by the baseness of the heart that spoke it."

    Coffin's tone turns grave, "And it is with great concern that I inform you that the events of war have been very unfortunate for they are set upon a path to your fine town.  It shall be of no use to look back upon these things; to call to mind the times of trouble and the scenes of complicated anguish that are past and gone. Then every expense was cheap, compared with the dread of conquest and the misery of submission. We did not stand debating upon trifles, or contending about the necessary and unavoidable charges of defence.  No, we shall say, No.  Every one bore his lot of suffering, and looked forward to happier days, and scenes of rest.  But that is not today.  This day we must answer the call to war.  This day.... we must fight."


    Persuasion check

    Persuasion *expertise*  +8
    +2 for Broadsheets

    Result of the throw of dice "1d20 +10" :

    11 + 10 = 21








    I don't think there is a CHA save involved here, but if there is, I might use this on the leader of the group

    Silvered Tongue
    You can use the eloquence of your words to both aid your
    companions and beguile your enemies. When a creature that
    you can see within 60 feet of you makes a Charisma saving
    throw, you can spend 1 resolve point as a reaction to force the
    creature to reroll the saving throw. You decide whether the
    creature uses the higher or lower roll.
    You must choose to use this feature after the creature
    makes its roll, but before the GM determines whether the
    creature succeeds or fails the saving throw. The creature is not
    affected if it can’t hear you, doesn’t understand the language
    you are speaking, or if it is immune to being charmed.
    whit10
    whit10


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    Post  whit10 Tue Nov 21, 2023 7:33 pm

    Good roll.

    You have their attention and at least 7 are hanging on your every word.  Two others seem at least interested.  There are a few women there who are also supportive but also look worried for the men standing next to them.  Three of the men yell out "down the British, up the Rebels!"

    An older man steps forward and he looks to be a preacher.... "must you bring the war to this small hamlet?  We are but poor farmer folk and shop keepers...  what can we do against the mighty British army?"

    He turns to his flock

    "Brothers, sisters. I don't doubt this man's conviction nor his words but Britain is impossible to defeat. Look at the fall of New York!  Gen. Washington barely even fought for it!  We must do our Christian duty and stay out of this fight lest it destroy our community."

    Some of the people seem swayed by his words.  But they seem to be mostly undecided....

    Any reply to that Mr. Coffin?

    (also waiting on the Investigation check from King, just in case that post got lost in the multiple posts today)
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    Post  whit10 Tue Nov 21, 2023 10:58 pm

    Mike posted his roll on his character page:

    "Investigation:
    Rolling line 1 : 1d20 + 0 to total : 10, TOTAL: 10"

    you manage to find a skiff but it's a bit small. You could probably manage all three of your party and a few hundred to maybe half a ton of weight. Maybe squeeze another smaller person on as well?
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    Post  Chris Wed Nov 22, 2023 12:03 pm

    whit10 wrote:
    An older man steps forward and he looks to be a preacher.... "must you bring the war to this small hamlet?  We are but poor farmer folk and shop keepers...  what can we do against the mighty British army?"

    He turns to his flock

    "Brothers, sisters. I don't doubt this man's conviction nor his words but Britain is impossible to defeat. Look at the fall of New York!  Gen. Washington barely even fought for it!  We must do our Christian duty and stay out of this fight lest it destroy our community."



    Coffin listens politely to the preacher.  He pauses for a few moments to let the retort take effect as he tugs at his moustache.  He begins softly, to draw in the ears of the audience,

    "I was born on Nantucket.  I was raised as a Quaker, like my father before me.  The Society of Friends (Quakers) are united in a single belief in each human's ability to experience the Light Within.  God speaks to each person directly.  We are called to answer, directly as a man or woman, to God himself.  God's 2nd commandment is Peace - love thy neighbor.  The Society of Friends forbids us to fight in a war.  However.... God's 1st commandment is to love God, to follow your Light Within, to listen to God in your heart and mind.  When you are quiet and at peace, you will know God's Will for you."

    He begins to ramp up his vigor,  "I ask no person to go against their faith or the hearts.  If God has shown you a path to Peace, then you should follow it.  I follow my Inner Light.  God has set my feet on a path... and I will follow it.  The British now threaten to destroy the liberties of all of us.  Without Liberty, we shall have no Peace.  If today, you hear God's Word to live in Peace, then I ask only that you pray for those of us who fight so that you may practice that faith.  My friends and I will stand at the front.  God calls us to meet this threat head on."

    Coffin looks to any that might be fathers or have their family near them, "Many years from now, what will you tell your children...  Did you stay home, stay safe, to protect them?  Too afraid of the mighty British Empire to fight?  You will die in your bed, with your children and your children's children beside you.  You will die under a British flag.  So will your children and your grandchildren.  Fight... and you may die.  I may die today.  But whether I live or die, my children will know that I fought so that they might be free, so that their children might live free.  If today, you hear God's call to action, then stand with me!"


    Coffin takes a few dramatic steps back from the group, so that there is a distance to cover for those that might wish to join him.
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    Post  whit10 Wed Nov 22, 2023 6:23 pm

    Well spoken!

    8 men (two of the are still looking at their wives, who both slightly nod) walk towards you. A rather burly man speaks up:

    "Reverand Smalls, you have always been a good man but you have to give up your sad devotion to the King. The King has trod on our rights, our freedoms and our way of life, damn him. You can preach peace if you want...." He looks at the other towns folk. "C'mon lads, this man here seems to have a plan and I want to pay the British back for my cousin who died at Lexington."

    He reaches out his hand to Coffin "the name's Ben Croxton, I can vouch for these men."

    "We should talk elsewhere though... (he looks at one of the other men, the man nods at him). We can use Stroup's barn" and he starts to walk towards a barn about 500 yards away

    (not the greatest pic but it's basically what he looks like)
    Revolution Calling - Page 2 Images10
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    Post  Chris Wed Nov 22, 2023 7:32 pm

    Coffin will follow Croxton to the barn.
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    Post  whit10 Wed Nov 22, 2023 7:43 pm

    does anyone else join the meeting?

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    Post  Whitey Wed Nov 22, 2023 10:54 pm

    whit10 wrote:Mike posted his roll on his character page:

    "Investigation:
    Rolling line 1 : 1d20 + 0 to total : 10, TOTAL: 10"

    you manage to find a skiff but it's a bit small.  You could probably manage all three of your party and a few hundred to maybe half a ton of weight. Maybe squeeze another smaller person on as well?


    Gah. My bad. Thanks GM.

    While assessing the condition of the skiff, King thinks to himself 'not ideal, but it will have to do.' He will leave a note for the skiff's owner at whatever mooring he found it. "The Sons of Liberty are indebted to you for the use of your watercraft for what we hope to only be a short while. We'll send word in three day's time as to where you may retrieve it."

    He'll maneuver the skiff upstream and tie it down under the bridge, camouflaging it with brush and branches from the river bank. With that complete, he'll set to providing some additional cargo volume for our heroes:

    Portage
    2nd-level conjuration (ritual)
    Casting Time: 1 hour
    Range: Self
    Components: S
    Duration: 8 hours
    You recall information gleaned from maps, word of
    mouth or past experiences about a body of water you can
    see. You learn if there is anywhere you can ford within 10
    miles, what tide state the body of water is in, and if the
    water is safe to drink.
    If there are trees and brush around the body of water,
    you can use them to create a makeshift raft or canoe. This
    watercraft uses the statistics for a rowboat with half the hit
    points. You can spend additional time casting this gambit
    to create extra watercraft. For each hour beyond the first
    you can create one additional watercraft, up to a total
    number of vehicles equal to your proficiency bonus. Once
    launched, these watercraft are only seaworthy for 8 hours,
    but can be repaired by another casting of this gambit.
    While piloting a vehicle you created, you are
    considered proficient in vehicles (water). If you already have
    proficiency, add double your proficiency bonus on checks
    to pilot watercraft.

    King will spend two hours crafting two canoes which he will stage on the bank near the bridge, also camouflaging them. With his tasks complete he heads back up to town in search of his companions. Assuming he can find the meeting in the barn?
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    Post  navyik Thu Nov 23, 2023 12:10 am

    Jeaupear watches the rally, seemingly without interest. As the group disperses, he casually observes the onlookers for signs of suspicious Tory behavior. He knows the look of a man running to tattle when he sees it.

    The Frenchman also marks the location of the meeting so as to catch up and post a lookout after it begins.
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    Post  whit10 Fri Nov 24, 2023 6:04 pm

    Reverand Smalls walks off with a dejected look on his face. He returns to his small church.

    The meeting at the barn is rather subdued but more from the serious nature of the discussion than any reluctance to fight.

    Croxton shows Coffin (and associates) his cache of weapons. 5 smooth bore Brown Bess muskets, one rifle and one pistol. A barrel of powder and a good supply of musket balls are also in the cache; they also have what looks like 3 grenades.

    "We are all patriots here Captain Coffin. What is said here, stays here." The others nod in agreement.

    "What's your plan?"
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    Post  Chris Fri Nov 24, 2023 7:57 pm

    "The plan is simple; kill the British!" Coffin says with a broad grin.
    "Now to the nitty gritty... my friends and I will ambush the caravan on the bridge. Wait for our signal, you can't mistake our intent. Our attack should catch their attention to one side. I need only 1 volley from your group. Fire and disperse! We will clean up the rest. Get back to your loved ones."

    Coffin eyes the cache of arms, " I could use some of that black powder and musket balls. I have a surprise in mind." He adds with a tug of his mustache.
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    Post  whit10 Fri Nov 24, 2023 9:14 pm

    "we can spare some powder"


    Go ahead and post your ambush plan here. Consider that it will happen barring a very high perception check or something not accounted for.

    Here is the map again with the idea that this obviously can extend out further and we can deal with that as needed

    Revolution Calling - Page 2 Bridge11

    Anything else the party would like to do?
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    Post  navyik Sat Nov 25, 2023 1:58 am

    “A Grenade weel break zeh  wagon axel naihsly, no? Jopah weel sneak along zeh riverbank undair zeh breedge.” (Fog of war).
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    Post  Whitey Sat Nov 25, 2023 1:32 pm

    King will communicate the position of the skiff under the bridge and the two canoes camouflaged along the shore (N-10,11,12 respectively).

    He’ll use his Alarm gambit to set the ambush trigger on the bridge (audible alarm):

    Alarm
    1 abjuration
    Casting Time: 1 minute
    Range: 30 feet
    Target: A door, a window, or an area within range that is no larger than a 20-foot cube
    Components: V S M (a tiny bell and a piece of fine silver wire)
    Duration: 8 hours
    Classes: Ranger, Wizard
    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet


    He’ll position himself for the ambush at O-8, doing his best troll-under-the bridge impression.

    Stealth:
    Sat Nov 25 2023 10:33:35 GMT-0700 (Mountain Standard Time)
    Rolling line 1 : 1d20 + 10 to total : 15, + 10, TOTAL: 25
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    Post  whit10 Sat Nov 25, 2023 3:02 pm

    where are the volunteers going to be at?

    And Coffin will have to chime in, then I'll set everything.
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    Post  Chris Sat Nov 25, 2023 5:48 pm

    Chris wrote:

    Coffin tugs on the side of his fine moustache as he studies the area,  "The British will see the field and think the same thing, monsieur, which will add to our surprise.  I will require a couple of those short logs to be left near the bridge.  If you have time, haul one about 20 paces (60ft or just off the map) off to the side with the clearest line of sight, si vous plaitre (if you please)"  




    whit10 wrote:yeah, sorry that this map is rather small. It's the best I could do with the PP and so forth.

    Yes, the terrain is basically the same until you get about 100 yards from the road. They have only felled part of the forest. The trees are still present and somewhat thick at that point.

    Since that range is still well within rifle range, we can come up with a way to deal with that if someone wants to be off the map. (pistols and smoothbores are perfectly ranged for this map)


    Coffin is with the log that is 60ft just off the map to the top side and lined up so he can see down the bridge in line either 9 or 10, whichever isn't obstructed by tree stumps.

    Coffin has the powder he found in the cache and some from the volunteers which should be enough to use the following Gambit:  

    Improvised Artillery
    2nd-level transmutation
    Casting Time: 10 minutes
    Range: Touch
    Components: S, M (a hollowed out log and £ 3, 10s worth of
    gunpowder and metal hoops, which the gambit consumes)
    Duration: 8 hours
    By reinforcing and hollowing a log you create a Makeshift
    Cannon, loaded with round shot (see chapter 4 for the
    rules on how to fire and load artillery). If the Makeshift
    Cannon is forced to make an ability check or saving
    throw, treat all its ability scores as 10 (+0). A Makeshift
    Cannon falls apart 8 hours after creation.

    Makeshift Cannon
    Small Cannon (2-pound gun) — 50 lb.
    Armor Class: 13 (pine)
    Hit Points: 25 (damage threshold 5)
    Maximum Crew: 4
    Damage: 6d6 ballistic
    Misfire Score: 6
    Range: 75/300 feet
    Damage Immunities: poison, psychic
    Available Ordnance: round shot (£ 1, 10s), wadded shot (£ 2)

    If you act as the gunner of the Makeshift Cannon, you
    can use your casting modifier, instead of Intelligence, for
    artillery attacks and save DCs. The Makeshift Cannon is
    created with a single shot. Additional ordnance can be
    purchased or crafted as normal.

    On a misfire, instead of the normal effect, the
    Makeshift Cannon explodes. Every creature within 5 feet
    of the Makeshift Cannon must make a Dexterity saving
    throw based on your gambit save DC. A creature takes
    3d6 ballistic damage on a failed save or half as much on
    a success.


    Coffin will act as the gunner, so he can use his CHA to fire the makeshift cannon


    The volunteers are off the map waiting for his signal which is the makeshift cannon firing.  They are to fire 1 volley and then flee.  They should be on whatever side gives them the most cover.

    I don't know if you want to roll for them all individually or just use the Order Volley Gambit as a guide?  Depending on how you want to play it, they wouldn't fire until Coffin's second turn since it would take his action.  


    Order Volley
    3rd-level conjuration
    Casting Time: 1 hour
    Range: 60 feet
    Components: V, S
    Duration: 8 hours, or until disrupted or triggered

    You recruit a handful of noncombatants sympathetic to
    your cause to aid you. While unwilling to risk their lives
    in open combat, these creatures agree to fire a single
    volley when the time is right, and then quickly scatter.
    When you cast this gambit you must specify if you want
    your allies to fire a volley with bows or with muskets.

    By spending 1 attack or 1 action on your turn, you
    can signal your allies to launch their volley at a point
    within 60 feet of you. Each creature in the area of effect
    of the volley must make a Dexterity saving throw, taking
    4d6 damage on a failed save, or half as much damage
    on a successful one. If you choose bows, the volley
    does piercing damage in a 30-foot radius. If you choose
    muskets, the volley does ballistic damage in a 20-foot
    wide line 100 feet long—the line must begin behind cover
    or some other obscuring terrain.
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    Post  Whitey Sat Nov 25, 2023 6:38 pm

    “duration: 8 hours, until disrupted or triggered”

    The Alarm bell King set could be the trigger…
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    Post  navyik Sat Nov 25, 2023 8:25 pm

    Also, before readying for the ambush,, (which is likely later in the day), Jeaupear goes to the church.  First he strolls by looking to see whether anyone is about.
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    Post  Chris Sun Nov 26, 2023 10:58 am

    Whitey wrote:“duration: 8 hours, until disrupted or triggered”

    The Alarm bell King set could be the trigger…


    Sounds good!
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    Post  whit10 Sun Nov 26, 2023 2:11 pm

    Jeaupear casually walks by the church...  

    Perception check please

    (and we will begin the ambush/battle very soon after resolving this, I'm truly sorry for the slow pace. I plan on picking it up going forward)
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    Post  navyik Sun Nov 26, 2023 11:57 pm

    Perception
    Result of the throw of dice "1d20 +3" :

    19 + 3 = 22

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