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| 1,951 to 2,000 of 2,441 |
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| DM Carbide |
| Weakly Godlike Entity |
|
Sorry about the delay updating the map; my computer at home is still out of action, and the online mapping program I use is blocked at work.
Your late afternoon of berrypicking and spider fighting leaves you with a few remaining scratches, a slightly weakened cleric, and lingering itching that makes for a not-terribly-restful (but uneventful) night. No penalties, just aches & pains. Sabrina is fully recovered from the poison's effects by morning.
The weather is again reasonable the following day, and nothing disturbs you particularly as you finish exploring the area. The day following, though, the weather takes a turn for the worse as another storm comes raging out of the north. The forest ameliorates the worst of the wind, but it is wet and unpleasant going, and it seems like a good idea to hole up for a bit and let the storm pass.
Sabrina remembers enough about this area to know where to find shelter from the storm. As the party rides along, Jacyn notices Smoke tensing slightly as she puts her ears back. He listens, and over the wind catches what sounds like a dog whimpering in distress, followed by a laugh from a male human.
Miscellaneous roll E: 1d100 ⇒ 72
Miscellaneous roll W: 1d100 ⇒ 4
Miscellaneous roll A: 1d100 ⇒ 64
Miscellaneous roll E': 1d100 ⇒ 4
Adam Perception check: 1d20 + 7 ⇒ (9) + 7 = 16
Bea Perception check: 1d20 + 2 ⇒ (1) + 2 = 3
Havrin Perception check (+2 if humans involved): 1d20 + 8 ⇒ (2) + 8 = 10
Jacyn Perception check: 1d20 + 6 ⇒ (17) + 6 = 23
Katya Perception check: 1d20 + 3 ⇒ (13) + 3 = 16
Sabrina Perception check: 1d20 + 3 ⇒ (4) + 3 = 7
Foe Perception check: 1d20 ⇒ 4
Adam Initiative check: 1d20 + 3 ⇒ (5) + 3 = 8
Bea Initiative check: 1d20 + 2 ⇒ (17) + 2 = 19
Havrin Initiative check: 1d20 + 5 ⇒ (16) + 5 = 21
Jacyn Initiative check: 1d20 + 4 ⇒ (5) + 4 = 9
Katya Initiative check: 1d20 + 4 ⇒ (18) + 4 = 22
Sabrina Initiative check: 1d20 + 2 ⇒ (8) + 2 = 10
Foe Initiative check: 1d20 + 5 ⇒ (17) + 5 = 22
Sabrina memory (lower is better): 1d100 ⇒ 21
| Adam Burlevogne |
| Male Halfling Bard 2 / Cleric 1 |
|
As the weather worsens, Adam takes it upon himself to sing a fitting tune, sans lute.
"With hey, ho, the wind and the rain,
A foolish thing was but a toy,
For the rain it raineth every day.
But when I came to man's estate,
With hey, ho, the wind and the rain,
'Gainst knaves and thieves men shut their gate,
For the rain it raineth every day.
But when I came, alas! to wive,
With hey, ho, the wind and the rain,
By swaggering could I never thrive,
For the rain it raineth every day.
But when I came unto my beds,
With hey, ho, the wind and the rain,
With toss-pots still had drunken heads,
For the rain it raineth every day.
A great while ago the world begun,
With hey, ho, the wind and the rain,
But that's all one, our play is done,
And we'll strive to please you every day."
| DM Carbide |
| Weakly Godlike Entity |
|
Havrin slowly moves through the undergrowth towards the sounds, which he is soon able to hear. Ahead is a clearing; through the rain the ranger can discern a number of human-sized figures in what are probably rain capes standing in a rough circle and looking down at something on the ground between them. One of the figures looks like it's just tossed something into what you now realize is a pit, from which can be heard freshly agitated yipping and howling. The figure opposite the circle from Havrin sees him and calls out in alarm, at which all of them turn towards the party and begin to draw weapons. Havrin recognizes the arms and armor as being typical of the bandits the party has faced thus far.
And we're on melee time; no one is surprised, and a map will be forthcoming in at most a few hours (I hope). At the start, Havrin is in the lead and about forty feet from the bandits.
Round 1:
Initiative order:
Katya/Bandits
Havrin
Bea
Sabrina
Jacyn
Adam
| Adam Burlevogne |
| Male Halfling Bard 2 / Cleric 1 |
|
Adam keeps his lute stowed to prevent the rain from damaging it, but gargles some rainwater in preparation for musicality. He urges Bea's horse closer.
"Remember not to kill them all. Just get them to surrender."
Round 1
Bardic Performance 1/9: Satire
"The Stag Lord losing much of his stag,
resolved instead to kick and drag,
the weaklings that would follow him
through mud and rain in which to drown them."
Perform
1d20 + 8 ⇒ (16) + 8 = 24
| Katya Volkv |
|
|
Round 1
HP 10/10
AC 10, touch 10, flat-footed 10
Fort +0, Ref +0, Will +5
Katya grumbles as she hears the alarm of the bandits in the clearing and she quickly pulls her staff into her hands from her belt and raises the ornamented end to point at Bea. "Why can't get we just one easy day out here!"
A faint glow bursts from her staff as she speaks the words "Oontanx Xiekiv," which streaks towards Bea and hits her across the shoulder.
"Give them a good thumping for me Bea!" Katya calls out as she prepares her next spell.
Move action to pull staff from her back then casting Enlarge person on Bea.
| DM Carbide |
| Weakly Godlike Entity |
|
Much better to have a working computer.
Round 1:
The three further bandits loose arrows at Havrin, all three flying well wide of their mark. The three closer bandits draw shortswords and charge the ranger; two miss cleanly, but the third lands a solid blow. Havrin, take 8 HP.
Map HERE.
| Havrin Stahl |
| Male Human Ranger 3 |
|
Round One:
Grimacing in pain, Havrin unsheathes his greatsword and slashes his blade at one of the bandits that attacked him. At the same time, he directs Stepper to attack one of the other bandits before him.
Move action (that does not provoke AoO) to draw greatsword. Standard action to attack bandit B1. Free action to direct Stepper to full-round attack bandit B2.
DC 10 Ride check to fight with combat-trained mount: 1d20 + 6 ⇒ (14) + 6 = 20
Greatsword Attack vs. B1: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Greatsword Damage vs. B1: 2d6 + 3 ⇒ (4, 5) + 3 = 12
Stepper Bite vs. B2: 1d20 + 5 ⇒ (20) + 5 = 25
Bite Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Critical Hit Confirmation: 1d20 + 5 ⇒ (17) + 5 = 22
Additional Bite Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Stepper Hoof #1 vs. B2: 1d20 ⇒ 14
Hoof #1 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Stepper Hoof #2 vs. B2: 1d20 ⇒ 1
Hoof #2 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Havrin's AC: 17
Havrin's HP: 12/20
Stepper's AC: 17
Stepper's HP: 19/19
| DM Carbide |
| Weakly Godlike Entity |
|
Round 1 (final):
Initiative order:
Katya/Bandits-acted
Havrin-acted
Bea-acted
Sabrina-acted
Adam-acted
The wily bandit manages to duck under Havrin's sword blow. The ranger's horse is not so easily denied in its attacks; its bite shatters a bandit's shoulder, and as the man collapses in pain one iron-shod hoof leaves him bleeding his life out on the rain-soaked ground.
At the end of the round, the map looks like THIS.
Round 2:
Initiative order:
Bandits-acted; Katya
Havrin
Bea
Sabrina
Adam
The three archers turn their attention to the biggest target. The rain interferes with their aim, though, and two miss; the arrow from the third barely penetrates the paladin's armor. Take 1 HP, Bea. The two remaining bandits facing Havrin continue to attack him. One of the thrusts skitters off his armor, but the second slips past his guard. Take another 5 HP, Havrin.
Katya, you're up.
| Sabrina, Erastil's Ward |
| Havrin Stahl |
| Male Human Ranger 3 |
|
Round Two:
Havrin grunts with pain as his armor is pierced again by a bandit's sword. The stoic ranger slashes his greatsword at one of the bandits before him while directing Stepper to attack the same.
Standard action to attack bandit B3. Free action to direct Stepper to attack bandit B3 using full-round attack.
DC 10 Ride check to fight with combat-trained mount: 1d20 + 6 ⇒ (10) + 6 = 16
Greatsword Attack vs. B3: 1d20 + 4 + 1 + 1 + 1 ⇒ (16) + 4 + 1 + 1 + 1 = 23 (includes bonuses for higher ground, bless, and inspire
Greatsword Damage vs. B3: 2d6 + 3 + 1 ⇒ (3, 6) + 3 + 1 = 13
Stepper Bite vs. B3: 1d20 + 5 ⇒ (18) + 5 = 23
Bite Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Stepper Hoof #1 vs. B3: 1d20 ⇒ 6
Hoof #1 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Stepper Hoof #2 vs. B3: 1d20 ⇒ 8
Hoof #2 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Havrin's AC: 17
Havrin's HP: 7/20
Stepper's AC: 17
Stepper's HP: 19/19
| Adam Burlevogne |
| Male Halfling Bard 2 / Cleric 1 |
|
Round Two
AC 17, touch 14, flat-footed 14 (+3 armor, +1 size, +3 dexterity)
hp 14/14
Fort +1, Ref +7, Will +4 (+2 vs illusion, +4 vs sonic, bardic, and language dependent)
Adam urges Bea's horse forward a little more, trying to stay behind combat and not make himself a viable target for archers.
Casting moment of greatness 50' radius.
Bardic Performance 2/9: Satire
"Arrows flew but missed the heroes,
protected as they were by grace.
Perhaps the shooting bandits
would do better tatting lace."
| Katya Volkv |
|
|
Round 2
HP 10/10
AC 10, touch 10, flat-footed 10
Fort +0, Ref +0, Will +5
Having no way to help with the front of the fight, Katya slides her staff from the top of her head to her feet, enchanting the words "Qe nurocuirgarh."
As her staff moves down, Katya vanishes from sight and once she is completely invisible she moves towards the archers as quickly as she can.
Standard Action using Staff to cast Vanish then moving to N24 using my 30 feet of movement + 5 foot Shift power.
Stealth: 1d20 + 20 ⇒ (16) + 20 = 36
| Havrin Stahl |
| Male Human Ranger 3 |
|
Not that it matters in this case, Havrin, but were you including favored enemy bonuses?
That would be a no... But I will be now!
Just as a reminder, I don't inspire, I satire. The bandits take -1 on attack rolls and stuff.
Thanks, Adam. I forgot.
| DM Carbide |
| Weakly Godlike Entity |
|
Round 2 (final):
Havrin and Stepper between them account for another bandit, who ends up on the ground next to the first. The last of the charging trio fails to resist Sabrina's command and prepares to charge back at his action next round.
Map at the end of the round is HERE.
Round 3:
The trio of archers, seeing two of their number cut down in short order and missing most of their shots, break and run. With that, the bandit closest to you will not be able to catch them before the spell expires; Bea gets an AoO on him as he turns away, though.
| Bea |
| Female Human Paladin 3 |
|
AoO: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 3d6 + 5 ⇒ (4, 2, 3) + 5 = 14
Beatrix takes a swing at the bandit in front of her, then calls out to the fleeing men. "Hold it! Stop where you are!"
intimidate: 1d20 + 2 ⇒ (10) + 2 = 12 Even in her current giant form, she's not very intimidating.
| DM Carbide |
| Weakly Godlike Entity |
|
Looks like the boards are sort-of back to normal again.
Which is to say, Katya, that getting close enough to see what's in the pit looks like you'd be putting yourself at serious risk of falling in.
ETA: However, Katya and Havrin do get close enough that the noise of the rain no longer interferes as much with the sounds made by the thing in the pit, and both of them think they recognize them. A couple of weeks ago, the party encountered a creature that looked rather like a wolf, but wasn't quite one. It fled after taking a nip at one of the horses, and the sounds it made are similar to what's coming from the pit.
| Havrin Stahl |
| Male Human Ranger 3 |
|
Survival check: 1d20 + 6 ⇒ (5) + 6 = 11
"Sounds like one of those striped wolf-like creatures that nipped at our horses a couple of weeks ago - the same day we discovered that gold mine, I believe. I don't think it's that talking wolf we encountered previously."
"I hate to leave an innocent creature trapped in a pit, but the edges don't look stable. I have some rope and a grappling hook... Anyone have any ideas how to get it out of the pit?"
| DM Carbide |
| Weakly Godlike Entity |
|
At this point you don't know quite how deep the pit is. With the pieces of a plan you have so far, though, I'll run it out.
Havrin ties his rope to a nearby tree and hangs onto it as he carefully approaches the edge. Despite the slick conditions he's easily able to get close enough to see into the pit. Sure enough, there's a striped wolf in the bottom, about twenty feet down. It's favoring one leg as it paces in a circle, whimpering. Putting a branch down there for it to climb out won't work due to the depth.
Sabrina follows suit, trying to get close enough to the edge to cast her spells and reassure the animal. She slips as the edge gives way under her, and she almost falls in. With the aid of her magic she's able to convince the wolfoid to keep still while she is lowered down and picks it up; Havrin and Bea pull her out along with her passenger.
| 1,951 to 2,000 of 2,441 |
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