Westcrown and Down (Inactive)

Game Master Jib916

The city of Westcrown is dying. A city best by criminals, a corrupt nobility, and a shadowy curse, Will you fight back against champions of both the law and the criminal world to bring Westcrown back to its glory?


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Female Half-Elf (Varisian) Witch 10

Coal is a much better option than butter... and hiding in the bushes sounds safe enough.

She quickly rubs the coal on her face and follows Janiven outside, Rickard quick on her heels.

Prepared Spells:
0- Dancing Lights, spark, daze; 1- Cure Light Wounds, Inflict Light Wounds


When Ready

The group makes their way northwest on Rack road riding for about an hour when they come to the spot Janiven indicated.

MAP

Map Notes:

Trees are thick and provide full cover
Creek is 4ft deep
The Hellknights will be coming from the south (bottom of map(red line)

"We are here. Our group will create a distraction over there." She points past the bridge down the road at a large rock (Not indicated on map/Past maps range). "The rest of you prepare yourself's, and remember timing is everything."

Janiven slaps the side of her horse.
"Good Luck everyone"
She raises her hands in the air and yells
"FOR ARAEL AND FOR WESTCROWN" as she scurry down the road.

Post where you would like your Characters to be on the map and what readied actions, if any you would like to take.


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HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Stealth 1d20 + 10 ⇒ (1) + 10 = 11 Hidden in the bush X 17, laying flat on the ground.

When the baddies come into range he will begin inspire courage as his surprise action.Buckler on Sharpened dagger in one hand and iron vial in the buckler hand

Fizzy's song:
You say you want a revolution
Well, you know
We all want to change the world
You tell me that it's evolution
Well, you know
We all want to change the world
But when you talk about destruction
Don't you know that you can count me out
Don't you know it's gonna be all right
All right, all right


Male Human Gunslinger (Arbalist) 3 | HP 33/33 GRIT 3/3 | AC 17, T 17, FF 12 CMD 18 | F +5, R +7, W +2 | Per +5 | Init +6

Stealth: 1d20 + 3 ⇒ (2) + 3 = 5

Taking position in brush at J27. Readied action, partial charge.


Female Half-Elf (Varisian) Witch 10

Stealth: 1d20 + 2 ⇒ (16) + 2 = 18Erliana hides in bush B17, Rickard is standing in front of the bush
Rickard's Stealth: 1d20 + 2 ⇒ (10) + 2 = 12
Will cast dancing lights on the bridge when Fizzy starts singing.

Dark Archive

Female Gnome Wizard 1

Kara will remain hidden next to Fizzy ready action to use color spray on the horses pulling any wagon to stop it and further provide a bottleneck at the bridge.

stealth 1d20 + 5 ⇒ (12) + 5 = 17
color spray save DC is 16


Male Human Paladin 1 HP 10/14, AC 15

"Don't attack until I have them in position."

Will stand at M18, to hail them when they approach and try to discuss the bandits with them

Also remember, that you won't be able to draw a weapon during the first action, so make sure it is already drawn.


Ravishar You are confusing me. Are we still sticking to Janiven's Plan or Creating a New One?

Janiven's Plan
There will be 10 Hellkinght Armiger's + There Leader Shauwn, a Stronger Hellkinght arriving Shortly. 6 of the Armigers ride with Shauwn on the Carriage while 4 ride on horseback. Janiven suggests (and is acting upon) that she and the other members of the group (NPC's) create a distraction (pose as bandits ..etc) down the road. Most likely they will send the four men on horseback ahead to investigate leaving the rest of the group (PC's) a perfect time to ambush the carriage.

Are you suggesting to jump out and try to negotiate with the hellknights after they have been distracted (just the carriage) or skip this plan altogether and start a new one, and address the hellknights when they are together as a full group?

Note: I meant a surprise action, not a redialed action, but everyone else seemed to understand this as well, so no need for edits. Also, I assumed these actions would happen after the distraction down the road, and the carriage was alone for ambush.

I thought everyone already agreed to this in game, if not please let me know how you would like to handle the situation.
[/ooc]


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HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

That is the plan Fizzy agreed to. We are dressed like bandits this is nota negotiation time


Male Human Paladin 1 HP 10/14, AC 15

Ok, I had partially misunderstood the plan. What I had proposed was added onto the plan because I had thought we were going to need slightly more. So ignore all that.

Also, Ravishar won't want to have his shield on, since it has the symbol of Iomedae on it, and he won't want this associated with his church.

Ok, hiding at Z28. Have sword drawn and will charge during surprise round.

Stealth 1d20 - 4 ⇒ (16) - 4 = 12


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

our stealth is BALLS!


After a short while the Hellknights arrive on the road. Just as Janiven stated, there is a carriage with a large crossbow mounted on top, with about 6 Hellknights, hanging on plus there leader, Shauwn, as well as the four scouts on Horseback. When the Hellknights come to the bridge they stop, seeing the distraction ahead of them (Janiven made herself to look like bandits, ready to "ambush" The Order of The rack troops). They talk among themselves, not noticing the hiding party members, before sending their scouts ahead to investigate. When the scouts barely get out of site, Janiven and the other rebel's jump out, throwing caltrops down tripping the horses. Shauwn yells "S$+*!! Turn this buggy around!!" but it is already to late.....

An Awesome Picture of The Hellkinghts Carrige


Initiative Rolls:

US

Fizzle my Nizzle: 1d20 + 2 ⇒ (20) + 2 = 22
Rough and Ravi: 1d20 + 6 ⇒ (20) + 6 = 26
Shoo Kara Don't Kare: 1d20 + 2 ⇒ (9) + 2 = 11
Gurrl Erliana dont play: 1d20 + 2 ⇒ (2) + 2 = 4
Messing with The Wrong Guy: 1d20 + 3 ⇒ (2) + 3 = 5
Average 13

VS

THEM (Over and Over Again)
Shanwen: 1d20 - 1 ⇒ (19) - 1 = 18
Hellknight Armiger 1: 1d20 ⇒ 8
Hellknight Armiger 2: 1d20 ⇒ 7
Hellknight Armiger 3: 1d20 ⇒ 18
Hellknight Armiger 4: 1d20 ⇒ 19
Hellknight Armiger 5: 1d20 ⇒ 9
Hellknight Armiger 6: 1d20 ⇒ 14
Average 13

Home Team Advantage : PC's Act First

Initiative:
Ravishar
Fizzwiddle
Kara
Guy
Erliana
Hellknight Armiger 4
Shanwen
HA 3
HA 6
HA 5
HA 1
HA 2

Edit: The Hellkinght "Captain" Is named Shanwen , not Shauwn. Ooops =D


Note: I have realized that some of the surprise actions do not make sense, nor do not have targets, due to my premature asking for said actions. Due to this abandoned all prior actions (You will still start in same location as noted on map). The Party will still receive a surprise round. You may use the same action or state another one.


--Surpise Round--

MAP

MAP NOTES
The Carriage is About 8ft Tall
Hellknight Armiger(1) is Driving the Carriage
H = Horses
Hellkinght Armiger(2) is controlling the large Crossbow on Top
Shanwen Sits behind Hellkinght Armiger(2)
All other Hellkinght Armiger's Are holding on to the sides of carriage.

Initiative:
Ravishar
Fizzwiddle
Kara
Guy
Erliana


HP 17/17 STR-1 DEX 0 CON+1 INT +2 WIS 0 CHA +1 Armor 3 XP 3

Surprise Round:
Begin Inspire Courage

You say you want a revolution
Well, you know
We all want to change the world
You tell me that it's evolution
Well, you know
We all want to change the world
But when you talk about destruction
Don't you know that you can count me out
Don't you know it's gonna be all right
All right, all right

Move:
Stands

Standard:
Fizzy shouts Hey Capitan [ooc] Shanwen [b] What do you call a Hellknight with no arms and no legs floating in the sea? Bob. Casts Hideous Laughter Will 14


Female Half-Elf (Varisian) Witch 10

Surprise Round:
Cast Dancing Lights on the bridge to try to spook the horses


Male Human Gunslinger (Arbalist) 3 | HP 33/33 GRIT 3/3 | AC 17, T 17, FF 12 CMD 18 | F +5, R +7, W +2 | Per +5 | Init +6

Surprise Round:
Move to O28

Move Action:
Clamber onto the wagon:
Acrobatics (High jump): 1d20 - 1 ⇒ (14) - 1 = 13
(A staggering 3ft!)
Climb: 1d20 - 1 ⇒ (11) - 1 = 10
(Quick reference guide says DC10)
Draw longsword

Swift Action:
Tail draws a throwing axe

Standard:
Nonlethal two-handed attack on Douchebag McDoucherson (#3)
Longsword: 1d20 - 4 + 7 ⇒ (20) - 4 + 7 = 23
1d8 + 7 ⇒ (1) + 7 = 8

Edit (Critical confirmation):
1d20 - 4 + 7 ⇒ (2) - 4 + 7 = 5

Dark Archive

Female Gnome Wizard 1

OK I have no clue where anyone is, the map is just one big error statement.


Male Human Paladin 1 HP 10/14, AC 15

Surprise Round:
Move to T28

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