Jon Surtova |
"Wait! Why we not kill Stag Lord? Dead guy say he am bad. We am good, so we kill bad Stag Lord, right? Is this ree-ligg-on again?" Kereek looks confused and somewhat afraid of the answer.
"Justice is more complicated than that Kereek, to do the most good, we must speak with him and understand the extent of his crimes."
Kereek! |
"So he bad? We kill him with rope, yes? We know he bad, but we no kill him now before he wake up? Quick quick death, snick snick, dead? But instead we wake he up, talk to he, hang he from tree, gasp gasp choke choke, dead? Just-ice is mean. Kereek like just-ice!" Kereek gets a gleeful, bloodthirsty look and does a little dance.
Orin Ro |
"You don't need to wake a rabid dog just to find out he's going to bite you. This 'Stag Lord' will not go meekly to the gallows and the end result will still be the same, except he could take one of us with him." Orin looks each of them in the eye as he speaks his mind.
Treshiell |
Treshiell stands poised and waiting for a few moments after the two arrows strike Jex. When there is no sign of commotion the witch ends her vigil.
"Justice is more complicated than that Kereek, to do the most good, we must speak with him and understand the extent of his crimes."
"Did you have a chance to speak with Jex?" Treshiell asks the paladin.
"Don't you want to speak with Stag Lord? Don't you want to meet him?", she asks Orin.
Orin Ro |
Jex is still alive if anyone cares to stabilize him.
Orin looks down at Treshiell, pain obvious in his eyes "I have nothing to say to these would-be bandit kings and their ilk. If taking him in his sleep saves a life so much the better. Rope, sword, or bow it's all the same to me."
Jon Surtova |
Jex is still alive if anyone cares to stabilize him.
Orin looks down at Treshiell, pain obvious in his eyes "I have nothing to say to these would-be bandit kings and their ilk. If taking him in his sleep saves a life so much the better. Rope, sword, or bow it's all the same to me."
I didn't notice that he was still alive. Jon would want to bound, gag and stabile Jex to give him a chance to answer for his crimes.
Orin Ro |
Perception check: 1d20 + 10 ⇒ (16) + 10 = 26
While Prazil prances and prattles, Orin spots Kereek sereptitiously make his way toward the stairs. "It looks like our scaled friends are eager to start the party. With or without us."
Prazil |
Prazil, astride Fang, turns to look at his big-feet hero friends, his expression one of eagerness that clearly shows his readiness to charge forward at their command. Or perhaps it's the expression that indicates something he ate didn't agree with him. It's hard to tell with kobolds some times.
He slides his dented black kettle helmet up from his eyes, the thin handle functioning perfectly as a chin strap, as he readies his garrishly painted shield. Fang settles low to the ground, ready to spring forward at Prazil's slightest urging.
What a glorious time for heroing!
--Prazil--
HP: 36/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 1/1
Tactician: 1/1
-Ongoing Effects-
aid: 1/3 minutes; 3/10 rounds (+1 to hit, +1 vs fear, +11 hp) (morale)
bless: 1/3 minutes; 1/10 rounds (+1 to hit, +1 vs fear) (morale)
--Fang--
HP: 20/20
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2
bless: 1/3 minutes; 1/10 rounds (+1 to hit, +1 vs fear) (morale)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
This takes place BEFORE anyone's gone down the stairs, though Agnar HAS cast his bless.
Jon tries to creep up to the tower, though his armor makes it difficult. Still, amazingly, no one seem to hear him as he ties up Jex. Unfortunately, his attempts to pull out the necessary bandages to bind the guard's wounds end up causing a lot of clatter.
From below, you hear a muffled shout: "Keep it down, damn you, or I'll send you to the cellar!"
You also notice the guard in the second tower, about 50 feet to the north, has spotted you.
Jon stealth: 1d20 - 4 ⇒ (17) - 4 = 13
Perception: 1d20 + 12 - 15 ⇒ (14) + 12 - 15 = 11
Perception: 1d20 - 5 ⇒ (17) - 5 = 12
Heal: 1d20 + 5 ⇒ (2) + 5 = 7
Heal attempt 2: 1d20 + 5 ⇒ (13) + 5 = 18
Jon stealth: 1d20 - 4 ⇒ (4) - 4 = 0
Perception: 1d20 + 12 - 15 ⇒ (5) + 12 - 15 = 2
Perception: 1d20 - 5 ⇒ (8) - 5 = 3
Initiatives
Agnar: 1d20 + 2 ⇒ (4) + 2 = 6
Jon: 1d20 + 1 ⇒ (15) + 1 = 16
Kereek: 1d20 + 3 ⇒ (10) + 3 = 13
Orin: 1d20 + 3 ⇒ (14) + 3 = 17
Prazil: 1d20 + 4 ⇒ (13) + 4 = 17
Treshiell: 1d20 + 1 ⇒ (15) + 1 = 16
Bandit: 1d20 + 5 ⇒ (6) + 5 = 11
Please post Round 1 actions. Wow; you may get a chance to stop him before he raises the alarm.
Kereek! |
If the bandit is still alive:
Kereek looks at the other guard and his eyes narrow. His hands move and a ball of magic shoots at the guard!
Forced Quiet spell on guard, Will Save DC 14 or: With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.
If the bandit is already unconscious, dead or charmed:
Kereek nods at the bandit's body. He continues down the stairs, sneaking as stealthy as a very unstealthy cat. Once down the stairs, he peers into the Stag Lord's room, using his sharp eyes to see if the man is awake.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Orin Ro |
I assume there's line of sight between us and the bandit
Out of the corner of his eye Orin catches a glimpse of the bandit in the far tower taking a interest in Jon's attempts to save the other man's life. Quick as a wink he let's fly two more arrows at the unfortunate busybody.
Attack roll #1: 1d20 + 5 + 2 + 1 - 2 ⇒ (18) + 5 + 2 + 1 - 2 = 24
Attack roll #2: 1d20 + 5 + 2 + 1 - 2 ⇒ (18) + 5 + 2 + 1 - 2 = 24
Damage #1: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage #2: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
" Curiousity killed the cat." Orin quips as his arrows strike home.
Prazil |
Round 1 - Initiative 17
Prazil guides Fang to the bottom of the stairs, just behind Kereek.
Prazil stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Fang stealth: 1d20 + 1 ⇒ (10) + 1 = 11
--Prazil--
HP: 36/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 1/1
Tactician: 1/1
-Ongoing Effects-
aid: 1/3 minutes; 4/10 rounds (+1 to hit, +1 vs fear, +11 hp) (morale)
bless: 1/3 minutes; 2/10 rounds (+1 to hit, +1 vs fear) (morale)
--Fang--
HP: 20/20
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2
bless: 1/3 minutes; 2/10 rounds (+1 to hit, +1 vs fear) (morale)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Treshiell |
"Soon you are going to have to choose leave the guards bleeding or to alert the whole camp", Treshiell whispers to Jon. "You should tell us what you plan to do."
The the witch draws some arcane symbols in the air. A gust of wind comes travelling up the stairs and stops next to the young girl. It continues to follow Treshiell as she draws her wand and follows the kobolds down the stair.
Standard action to cast Mage armor on myself
Move action to draw my wand of magic missile and follow the kobolds
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Orin: 17
Prazil: 17
Treshiell: 16
Jon: 16
Kereek: 13
Bandit: 11
Agnar: 6
Orin rushes up to the tower next to Jon and fires an arrow that hits home. Sorry to waste the good roll, but Orin had to move, so only gets one arrow. 6 hp damage
Right behind the half-elf, Kereek reaches the first tower and casts. He can barely hear -- as he tries to make out any noise -- a strangled cry, all that seems to emerge from the bandit's mouth. Cool spell; perfect timing for it.
Jon charges toward the man, hoping to silence him permanently, though his armor means he can't make it all the way there to deliver an immediate killing stroke. The man tries to scream again, to no avail, fires a shot that sails well above Jon's head and then, dropping his longbow, pulls his sword, ready to defend himself.
Meanwhile, Prazil and Fang, Treshiell and Agnar move down the stairs, to ground leve.
Bandit save: 1d20 - 1 ⇒ (7) - 1 = 6
Bandit attack: 1d20 + 2 ⇒ (9) + 2 = 11
I moved Jon toward the bandit (would have charged, but couldn't reach with his speed), obviously, while Kereek and Orin are in the first tower. The other three moved down the stairs to the ground, as posted.
Prazil |
Round 2 - Initiative 17
Prazil and Fang zip around the southern edge of the structure and up into the chamber just outside the Stag Lord's room (Area 2) positioning themselves for a fight either in the chief bandit's bedchamber or to intercept any bandits that may come from the gate (through Area 1).
--Prazil--
HP: 36/25
AC: 24 (14 T / 21 FF)
CMD: 17
F/R/W: +3/+5/+2
Cavalier's Challenge: 1/1
Tactician: 1/1
-Ongoing Effects-
aid: 1/3 minutes; 5/10 rounds (+1 to hit, +1 vs fear, +11 hp) (morale)
bless: 1/3 minutes; 3/10 rounds (+1 to hit, +1 vs fear) (morale)
--Fang--
HP: 20/20
AC: 23 (13T / 20 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2
bless: 1/3 minutes; 3/10 rounds (+1 to hit, +1 vs fear) (morale)
Orin Ro |
That's okay, I wasn't sure if I had line of sight from where Orin was anyway. If possible, Orin will 5' step diagonally in front of Kereek and fire at the bandit (hopefully avoiding shooting through the square Jon is in).
Orin sidesteps in front of his kobold companion, clearing a line of sight to the remaining bandit and avoiding accidentally firing an arrow into the back of the rushing Paladin. Pulling the bow back to his chin Orin fires two more arrows in rapid succession.
Attack roll #1: 1d20 + 5 + 2 + 1 - 2 ⇒ (15) + 5 + 2 + 1 - 2 = 21
Attack roll #2: 1d20 + 5 + 2 + 1 - 2 ⇒ (10) + 5 + 2 + 1 - 2 = 16
Damage #1: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage #1: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Orin Ro |
I think he's talking about the area that looks like a "back door" between areas 2 & 3.
Kereek! |
I took that spell for the bonus to stealth, but it's a very useful spell after all. Bonus!
Kereek clicks his teeth in frustration at the bandit's resistance to death. He moves forward toward the bandit, across the walkway until he's close enough to cast daze at the man.
Will save DC 13!
If the bandit is already dead, Kereek will spend his round moving back toward the stairs. Out of curiously, how far is it down to the partially broken floor below the tower Kereek is in?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 2
Orin's arrows hit the bandit, dropping him before Jon can get any closer.
Orin, please just remember to keep track of arrows, since it could be relevant in this "dungeon."
I guess we're now out of initiative. Let me know what you want to do and please give me stealth checks -- otherwise I'll assume you're taking 10.
Prazil |
"אני מתאמן בטקטיקות קרב שנונות. ראשי שהכי יפה המיטה. אדם צבי מנהיג שודדים כנראה לעשות יותר מדי. המיטה שלו היא ישר דרך כאן!"
"Prazil am practice shrewd battle tactics. Kobolds fight less good if chief not bossy and Chief Sootscale had nicest bed. Bandit Stagman chief probably do too. Big bed is right through here!"
Orin Ro |
With all visible threats taken care of, Orin will shoulder his bow and return to the others outside, hoping an overeager kobold doesn't start the festivities without him.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Prazil |
Prazil will pause a moment to listen intently - both to the other side of the door and to the scuffle up above - before opening the unlocked gate.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
His dented kettle-helm settled defensively overtop his ears, Prazil hears very little other than the promise of glory and great heroicality. With a confident nod to his companions, the grey-scaled kobold hero opens the gate.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Orin Ro |
Did Orin have time to join the others before Prazil opened the door, or is he somewhere between the two groups.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Jon Surtova |
In a low whisper to Jon, "We jump down and tie up sleeping people? That hero thing to do? Ree-lig-us okay?"
"It would." Jon whispers back. "But I fear my armor would make trying to jump down a loud and painful plan," Jon continues as he looks for something to help him climb down.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Kereek! |
"Kereek make you quiet! Mighty magic!" Kereek casts the same spell on Jon as he did on the bandit, muffling loud noises and making him quieter. He then lowers himself over the edge and drops down to the next level, trying to be as quiet as he can.
Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Orin Ro |
Orin will enter the room quietly, moving to the side so as to not be silhouetted against the night sky.
Stealth check: 1d20 + 7 ⇒ (11) + 7 = 18
Jon Surtova |
"Kereek make you quiet! Mighty magic!" Kereek casts the same spell on Jon as he did on the bandit, muffling loud noises and making him quieter. He then lowers himself over the edge and drops down to the next level, trying to be as quiet as he can.
Jon shrugs, trusting in Kereek's magic, he decides to jump down.
Acrobatics: 1d20 - 4 ⇒ (15) - 4 = 11
Stealth: 1d20 - 4 + 4 ⇒ (4) - 4 + 4 = 4