DM Slyness |
I'll need a more specific targe. Sorry if that's what you're waiting on.
DM Slyness |
I'll need a more specific target. Sorry if that's what you're waiting on.
DM Slyness |
"Silly girl!," the feminine voice of the sprite calls out as she is unfazed by Aerryndöl's spell.
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Will: 1d20 + 1 ⇒ (20) + 1 = 21
Each of the sprites turned their luminosity up and look like tiny glowing balls of light. The one that is "visible" was hit by faerie fire, but also looks like a ball of light. There are 15 spheres of light flying around now.
Risquelyn "Risk" Virisix |
The drow steps forward and looks for the purple-limned fey and lets loose with a scream only it can hear.
Ear Piercing Scream: 1d6 ⇒ 6 DC 14
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
DM Slyness |
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Round: 3
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As Shor is flying, Risquelyn's spell-fueled scream slams into her, sending her spinning in the air. Shor rights herself and glares at Risquelyn for a moment. Then she rudely sticks her tongue out at the drow before flying off with the others. They are all heading in the same direction that the bandit trail leads.
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Initiative: Aerryndöl(22) | Totho(24) | Risquelyn(16) | Pym, Shor & Vosi |
Six inches of snow covers the ground, reducing overland travel rates by half(difficult terrain). The snow also reduces visibility by half, imposing a –4 penalty on Perception checks and ranged attacks.
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End of combat unless you can chase them somehow. They have a fly speed of 60'.
Will: Shor: 1d20 + 1 ⇒ (15) + 1 = 16
DM Slyness |
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In Pursuit: Trailhead
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You travel for another hour or so through the snow, following the tracks of the kidnappers. After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable. You are approaching from the northeast. Pic.
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Totho: Fortitude check(DC16) against the cold weather. Failure means 1d6 points of nonlethal damage and you suffer from hypothermia(fatigued). Cold-weather outfits give a +5 bonus on the check.
DM Slyness |
This is the lodge of the High Sentinels. For many years, an organization of Taldan rangers called the High Sentinels has operated out of a fortified lodge at the top of Red Run Gorge in the Border Wood, charged with guarding the forest against Qadiran aggression, lest Taldor’s ancient enemy use the wood to hide another invasion force. Over time, however, the continued lack of hostility with Qadira dulled the sharpness of the Sentinels, and most of the unit’s decorated veterans either retired or moved on to other posts, leaving inexperienced citizens of Heldren and the nearby cities of Demgazi and Zimar to fill the rangers’ ranks. The Sentinels turned their attention to more local matters, hunting down bandits who used the forest to attack trade routes in the southern prefectures of Taldor.
There are no obvious guards posted.
Risquelyn "Risk" Virisix |
"I believe the Lady is within. However, we need to take stock of our reserves. I feel the purpose of the fey was to hinder us more than anything, force us to burn through resources. I feel I can aid us in combat, but much of my offensive magic has been depleted. If the two of you feel we are ready, I will support that decision. I just do not want us to act as foolhardy adventurers who act impulsively in the name of glory." Casting a wink to Aerryndöl, "I want to be alive a while longer, so I don't miss any future...opportunities."
Risquelyn "Risk" Virisix |
"If our last interaction is any indication, they have little taste for combat. They fled as soon as we directly responded to them. We would be wise to set watches."
perception: 1d20 + 8 ⇒ (12) + 8 = 20
"Totho does bring up a valid point though. These fey were well versed in stealth and magic."
DM Slyness |
You are approaching from the northeast. The bridge is on the southwest side. Pic.
Risquelyn "Risk" Virisix |
The bard gracefully moves forward, trying to maintain a position equidistant to her companions in case they need assistance. She too is on the look out.
I did say we were wolves on the hunt! Let's see if there is any game in the area.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
DM Slyness |
Totho finds what is indeed an outhouse. It is currently unoccupied. The cold temperature has frozen everything that would normally assault your senses. One peculiar detail is that there appears to be a fair amount of frozen vomit around the rim of the hole in the bench.
Risk: Despite the falling snow, you can see several figures inside the lodge and you can hear them arguing despite the wind that is now blowing.
Risquelyn "Risk" Virisix |
Calling her allies to her, she quietly describes what she has seen. "Well, it seems that the fey may not be associated with the kidnappers. There is some arguing coming from inside, and from what I can see, the occupants are far larger than our flying assailants from the grove."
Risquelyn "Risk" Virisix |
"A direct approach may unify them. Maybe we can get close enough to listen to what they are arguing about. Perhaps we can turn it into an advantage." With that, the drow attempts to get closer.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
DM Slyness |
Risquelyn creeps up to the window, listening. The bandits are arguing about the items they looted and who deserves what share. Some of them are ill and the ones who are not want to take their share. She risks peeking in, and sees a glowing ball of light fly down and exit the back door. It is very likely that one of the sprites just made its report.
Aerryndöl |
"Are there any other exits to the room and did you see whether they had any ranged weapons? I could fill the room with a deep mist that would let them see, and force them to come out to us... if you think that would be beneficial. That is assuming they don't just acquiesce to our demands."
Risquelyn "Risk" Virisix |
"Sorry sister, I could not tell if they had bows. Unless I did, in which case, I will tell her that. I will also share if I saw the back door.
As we can see there are doors on the bridge side and on the east, I guess we need to cover them both.
"If we try a pincer movement, I believe I can hold the east portal. Do the two of you think you can handle the door facing the bridge?"
DM Slyness |
The bandits aren't currently armed with bows, but it's fair to assume that they have them. They are wearing swords at the moment.
Totho heals any minor wounds that you have.
Decide quickly, or you're likely to lose the element of surprise.
Totho Farstrider |
"I say we stick together and leave them the opportunity to flee out the other door. If they feel trapped, they're likely to fight harder." Totho whispers.
"I'll brawl and you guys support."
Totho uses a move action to gain the Dedicated Adversary: Humanoid(human) combat feat.
Any objections to me opening the door and getting the party started?
Totho Farstrider |
Totho tries the west door to see if it's unlocked, hoping that if someone in the house has been running to the outhouse to vomit, they left the door unlocked.
If it's open, he swings it wide, steps across the threshold, and announces to the room:
"Prepare to face justice in the name of the Drunken Hero you scurrilous villains!!!!"
DM Slyness |
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Round: Surprise
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Totho flings open the doors, shouting his challenge. Silence ensues as the arguing stops. The fire pops, sending a spark up the chimney. Then there is a cacophony of noise as they scramble to draw their weapons and shout warnings.
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Initiative: Aerryndöl(22) | Risquelyn(18) | Totho(26) | Raiders |
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Initiative: Aerryndöl: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative: Risquelyn: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative: Totho: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative: Raiders: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative: Unknown 1:R: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative: Unknown 2:S: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative: Unknown 3:T: 1d20 + 7 ⇒ (1) + 7 = 8
Aerryndöl |
Aerryndöl steps before the opening of the doorway into the lodge right behind Totho. "Do not pick up a weapon!" she shouts drawing her bow back with an arrow knocked.
Mwk Composite Longbow: 1d20 + 4 ⇒ (3) + 4 = 7for piercing damage of: 1d8 + 5 ⇒ (7) + 5 = 12
"That was a warning!"
Mwk Composite Longbow: 1d20 + 4 ⇒ (19) + 4 = 23for piercing damage of: 1d8 + 5 ⇒ (5) + 5 = 10
"That was punishment for failure to obey! The next one will be for retribution."
DM Slyness |
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Round: 1
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Totho manages to knock one of the bandits back with one swift punch. Taken by surprise, the kidnappers have yet to recover their composure.
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Initiative: Aerryndöl(22) | Risquelyn(18) | Totho(26) | Raiders |
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Aerryndöl |
From the door way, Aerryndöl fires two arrows in rapd succession at the first bandit to the south.
Mwk Composite Longbow: 1d20 + 4 ⇒ (8) + 4 = 12 for piercing damage of: 1d8 + 5 ⇒ (2) + 5 = 7
Mwk Composite Longbow: 1d20 + 4 ⇒ (16) + 4 = 20 for piercing damage of: 1d8 + 5 ⇒ (3) + 5 = 8
Totho Farstrider |
Totho punches the bandit in front of him. If the bandit drops, then I'll step up to engage the one behind him.
flurry1: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23 (dedicated adversary, bardsong, flurry)
flurry2: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
damage 1: 1d6 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14
damage 2: 1d6 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12
DM Slyness |
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Round: 2
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Aerryndöl fires two arrows at the nearest bandit, the first catching him just under his clavicle, the second shot takes him in the heart and he drops to the ground. Risquelyn rushes in, slashing with her starknife. She catches the man across the eye and he never sees Totho's fist coming. The blow fells him, and Totho nimbly spins past the falling body, crouching low, and uses his momentum to uppercut the raider nearest to the fire. The blow catches him right under the chin. He looks very woozy.
That raider draws a shortsword as he shakes his head to clear it and lashes out at Totho, but he ends up striking the chair that he was previously sitting in instead. The other remaining raider also draws a sword and steps up to Risquelyn. As he does, he shouts, "Rohkar, the law, help!" He thrusts forward, catching Risquelyn in her side.
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Initiative: Aerryndöl(22) | Risquelyn(13) | Totho(26) | Raiders |
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Raider 1: 1d20 + 3 ⇒ (8) + 3 = 11
Raider 2: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Post in any order. We'll sort it out reasonably.
Totho Farstrider |
Totho finishes off the bandit in front of him with a one-two combo.
flurry1: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12 (dedicated adversary, bardsong, flurry)
flurry2: 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17
damage 1: 1d6 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15
damage 2: 1d6 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11
Aerryndöl |
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"There is someone in the room to the south!" Aerryndöl shouts as she fires two arrows at the raider engaged with Risquelyn.
Mwk Composite Longbow: 1d20 + 4 ⇒ (19) + 4 = 23 for piercing damage of: 1d8 + 5 ⇒ (5) + 5 = 10
Mwk Composite Longbow: 1d20 + 4 ⇒ (19) + 4 = 23 for piercing damage of: 1d8 + 5 ⇒ (4) + 5 = 9
DM Slyness |
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Round: 2
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The raider's wobbliness helps him momentarily as Totho's first punch glances off his side, but the second one crushes the man's nose and he falls. As Aerryndöl shouts out her warning, she looses two more arrows. The fourth bandit will not strike Risquelyn again.
The door to the southern room is closed.
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Initiative: Aerryndöl(22) | Risquelyn(13) | Totho(26) | Unknown:S | Raiders | Unknown:T | Unknown:R |
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Risquelyn still to act before all hell breaks loose. ;)