DM Eric's The Prophecy of Icarus Campaign (Inactive)

Game Master Eric Swanson


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Grand Lodge

Rolls

Spoiler:

Day 1:1d20 ⇒ 16, 1d100 ⇒ 12
1d20 ⇒ 6, 1d100 ⇒ 58
1d20 ⇒ 7, 1d100 ⇒ 33
1d20 ⇒ 14, 1d100 ⇒ 2
Day 2:1d20 ⇒ 17, 1d100 ⇒ 51
1d20 ⇒ 15, 1d100 ⇒ 88
1d20 ⇒ 11, 1d100 ⇒ 49
1d20 ⇒ 3, 1d100 ⇒ 42
Day 3:1d20 ⇒ 18, 1d100 ⇒ 38
1d20 ⇒ 4, 1d100 ⇒ 29
1d20 ⇒ 3, 1d100 ⇒ 95
1d20 ⇒ 11, 1d100 ⇒ 64
Day 4:1d20 ⇒ 16, 1d100 ⇒ 12
1d20 ⇒ 19, 1d100 ⇒ 82
1d20 ⇒ 18, 1d100 ⇒ 15
1d20 ⇒ 1, 1d100 ⇒ 78

You travel on through the day, and nothing of importance happens the second full day you left the oasis. Icarus, you realize, you do not have enough food to make it to Qara Werset, before you run out, as the bandits you killed had no food on them, you surmise they were in the process of stocking up at the Oasis.


Male Human Fighter 1/ Cleric 2

I wake in the morning and pray to Abadar memorizing my spells for the day, I help Icarus get the camels ready and break camp and ponder how I can bring him closer to Abadar.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I will have to start looking for more rations for us tomorrow, I should have at least a day or two left. Set up camp and take care of the camels same as last night, I will take second watch again.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

once camp is set up,

"Alan our food supplies are a little low, starting tomorrow I will have to hunt for food for us. This will slow us down by quite a bit but I would rather have food and be slow then starve and move quickly."

Grand Lodge

Roll:
1d10 ⇒ 3
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (7) + 2 = 9

You set up camp, and the camels settle down after a long days of travel. Again one of the camels has been irritable and apparently is not friendly to humans. Still you are both able to 'persuade' it to follow along with the others.

Alan, nothing happens during your watch.

Icarus, it is the hour just before dawn breaking and you notice a few clouds up in the sky obscuring the moon, somewhat.

Perception check please.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

Perception 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Icarus:
You think you see someone a humanoid creature moving off to your right. It sounds like he does not want to be observed.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

wow he must really suck at being sneaky

I will sit and observe for a moment as though I do not notice him to see what he is trying to do, depending on what he does I will just attack or perhaps initiate a conversation.

Grand Lodge

Rolls:
1d20 + 1 ⇒ (16) + 1 = 17

The person, you think must have noticed you shifting your stance as he stops moving suddenly, and you think Perception 1d20 + 7 ⇒ (20) + 7 = 27 you see him reaching for something on his belt...you see the glint of a spear head...


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I stand and call out, "If you want to live I recommend rethinking the actions that you are going to take in the immediate future"

Intimidate 1d20 + 7 ⇒ (9) + 7 = 16

I will ready an action to cast mage armor on myself if he tries to attack me.

Grand Lodge

The individual stops in his tracks, and yes you can see he is definitely armed with a spear. He raises it in front of him but does not move closer to you. He is about 25' feet away from you.

Alan, Perception Check DC 0 to wake up, at -10 for being asleep.


Male Human Fighter 1/ Cleric 2

Perception 1d20 + 7 - 10 ⇒ (9) + 7 - 10 = 6

I sit up and call out, "Icarus, what is going on? Do you require assistance?"

Grand Lodge

@Alan: you sit up and see Icarus in a guarded stance looking off into
the distance, due to the distance, you cannot see exactly what he is looking at, but you would guess he is not friendly.

@Icarus, you hear Alan call out, and then the fellow hears this as well, and then starts to run away.

Icarus

Sense Motive check DC 10:
You think he ran off on hearing something in particular he said.
1d1d20 + 5 ⇒ (4) + 5 = 9


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I shout, "he is running! Don't let him get away!" and start to pursue.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

oops forgot to sense motive

sense motive 1d20 + 4 ⇒ (17) + 4 = 21

"I think he may know something."

Grand Lodge

Initiative unknown man 1d20 + 2 ⇒ (20) + 2 = 22

Initiative please.


Male Human Fighter 1/ Cleric 2

I jump up and yell, "I'll guard the camp! There may be others about"

Initative 1d20 + 5 ⇒ (11) + 5 = 16

On my turn I will pull out my crossbow and load it to fire at anyone else that shows up or the fleeing man.

can I see him now that I am up and he is moving?


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

Initiative 1d20 + 6 ⇒ (20) + 6 = 26

Perception 1d20 + 7 ⇒ (2) + 7 = 9 Can I learn anything else about the humanoid?

I will charge up to the opponent and attempt to grapple him so that he cannot get away.

Grapple 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 (+2 for charging)

Grand Lodge

Round 1

Icarus
Man
Alan

Icarus: You charge forward hoping to capture the individual, or at least prevent him from fleeing. As you get closer, you can see he is human, dressed in tattered clothes, and wearing leathers underneath, probably marking him as a bandit. You also notice he is armed, as he thruists at you with a spear, as you close in. AoO 1d20 + 1 + 2 + 2 ⇒ (16) + 1 + 2 + 2 = 21, damage 1d6 + 1 ⇒ (2) + 1 = 3, take 3 points of damage. His blow wounds you slightly, but doesn't prevent you from initiaiting the grapple.

The bandit curses at you, and drops his spear, then attemps to free himself, Grapple check 1d20 + 1 ⇒ (1) + 1 = 2 CMB vs CMD 15 but fails miserably. Grappled

Alan: Perception check please.


Male Human Fighter 1/ Cleric 2

Perception 1d20 + 7 ⇒ (1) + 7 = 8

I will ready an action to act as soon as I see anyone else come into view

Grand Lodge

Alan Edan wrote:

Perception 1d20+7

I will ready an action to act as soon as I see anyone else come into view

You need to declare what specifically you are going to do, and also what will trigger the action. For instance, I cast Doom, on the first enemy that comes into range.


Male Human Fighter 1/ Cleric 2

Oh, well can I just delay my action and act if someone else shows up?

If they appear to be hostile I will fire with my crossbow. If they are not attacking I will just cover them with it and fire if they become hostile

Grand Lodge

Alan Edan wrote:

Oh, well can I just delay my action and act if someone else shows up?

If they appear to be hostile I will fire with my crossbow. If they are not attacking I will just cover them with it and fire if they become hostile

You can delay your action, but there is no one else out there, you think.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I will continue the grapple

grapple 1d20 + 3 + 5 ⇒ (15) + 3 + 5 = 23 (+5 for succeeding on grapple check last round)

I will drag the person that I am grappling 15ft (half my movement) toward Alan so that he can assist me in subduing the person.

Grand Lodge

The bandit tries to break the hold Icarus has on him, Grapple check 1d20 + 1 ⇒ (17) + 1 = 18, he is not able to succeed. He gives a valiant effort, kicking and gouging like a madman, but Icarus is able to drag him closer to the camp. 30' away from Alan

The camels are beconing quite agitated again, no doubt due to being roused from their restful slumber.

Alan, no one else showed themselves, was there something you wishe to do before Icarus's action?


Male Human Fighter 1/ Cleric 2

No, we can just say I spent that round making sure there was no one else.

After Icarus captures the man and drags him toward me I will rush over to assist.

Moving 30' takes 2 move actions because I can only move 20' so I end my turn next to Icarus and the bandit.

Grand Lodge

Rolls:

1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (14) + 7 = 21

As the two of you manhandle the bandit to the ground, you both notice movement near tha camels, Icarus is able to determine there are at least several humanoids, and they are moving towards the camels!


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I tell Alan "keep the prisoner held while I take care of some more rats." then I stand up and begin walking toward the camels.

I issue an ultimatum to the bandits heading toward the camels "Leave now and I will allow you to leave alive, if you insist on continuing to pester me I will destroy you."

Intimidate 1d20 + 7 ⇒ (14) + 7 = 21

Grand Lodge

Icarus, Alan has not joined the grapple yet, as it took him a full round action. So do you wish to break the grapple?


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

No I will wait for Alan to join before I break it and walk toward the camels, I will still shout the ultimatum however.

Grand Lodge

Round 2

-Icarus, maintains grapple.
-Bandit, fails to break the grapple.
-Alan, moves to assist icarus.

Round 3

-Icarus, maintains grapple, 1d20 + 3 + 5 ⇒ (14) + 3 + 5 = 22 CMB, previous grappled. Now Pinned
-Bandit, tries to break grapple, 1d20 + 1 ⇒ (10) + 1 = 11 Still grappled.
-Alan, joins Grapple, auto succeeds as he cannot stop you
-Bandits, ***

Icarus, you are concentrating on maintaining your hold, so you cannot use your Intimidate here. You yell your command out, but are not sure what the response is.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

As soon as Alan joins the grapple I release my hold on the man (free action) and move toward the camels to see what the other bandits are doing, again repeating my warning to them and intimidating them.

Can I keep my intimidate roll from my previous post?

Grand Lodge

Yeah, you can keep the roll.

Round 4

Icarus, you allow Alan to join the grapple. He holds the bandit down, and you move to where the camels have been tethered. You notice that two of them are on each side of the train you have set up, and are in the process of cutting them loose from their ropes.

You shout the challenge at them, and they seem to slow their efforts but do not stop. Shaken for 2 rounds The third bandit overseeing this, looks at you and laughs at you. He then draws a spear and moves towards you, clearly unimpressed. Since he is on the other side of the camels, he moves around them and will be in melee range next round.

The bandit tries to break the pin, 1d20 + 1 ⇒ (6) + 1 = 7vs. CMD 15 and fails.

Alan , What do you want to do?


Male Human Fighter 1/ Cleric 2

I guess I will attempt to knock out the person I am now holding

Grapple 1d20 + 4 ⇒ (15) + 4 = 19

Subdual Damage 1d4 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Round 4

Alan, you succeed in staggering him He is at 0 hp

The bandits finish whatever they were doing, and the one at the rear of your camel train swats the camel, striking it on the rear. The other one, at the frony, heaves the bridle ropes attached to it, and you notice now the camels have been freed of their stakes. They have not fled the scene yet, due to the fact they are still tied together, but it looks like the bandits will be able to get away with the camels, given time.

The bandit leader glares at you and speaks in heavily accented Common, "Too late, boy, you will need to find other wares to sell, ha ha!" He then move to engage you, Attack Spear, 1d20 + 5 ⇒ (18) + 5 = 23, damage 1d6 + 2 ⇒ (1) + 2 = 3 His spear jabs painfully into your side, Take 3 points damage.

Round 5

Icarus you are up.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I take a 5ft step back and glare at the leader of the bandits, "You just made the last mistake of your pathetic life scum." I spit at him.

I cast Mage armor on myself raising my AC to 17

I then pull out my cold iron Kukri and ready myself to kill this lowlife.

Grand Lodge

Alan, the bandit you are holding stops struggling, and mumbles to you, "I give up, don't hurt me no more."

Alan, actions?


Male Human Fighter 1/ Cleric 2

Sense motive 1d20 + 8 ⇒ (17) + 8 = 25

If he seems sincere I will say to him, "remain where you are and I will grant you mercy when we finish dealing with your comrades, if you move so much as an inch I will take the killing blow on you myself"

If I think he is lying about giving up I will punch him again so he stays where he is.

I will then make haste toward the closest guy on the camel train (I am not sure if I am closer to the front or the back.)

Grand Lodge

Alan:
You get the sense this bandit is planning something when your back is turned, but you think it is more along the lines of running away, rather than anything offensive related.


Male Human Fighter 1/ Cleric 2

Ok then

Grapple 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28

Subduel damage 1d4 + 2 ⇒ (1) + 2 = 3

After knocking him silly I will release him and move toward the people trying to steal the camels

Grand Lodge

Round 5

Alan knocks out the bandit who apparently needed to take acting lessons. He then moves to stop the bandits, seeing he is closer to the bandit at the rear of the camel train, he moves to intercept the bandit.

The bandit sees Alan coning and yells a warning to his comrade, at the front. He then draws a spear, ready to meet you in combat.

The opposite bandit concentrates on getting the camels moving Intimidate 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14 shaken and succeeds in getting the first three camels moving. The troublesome camels balks, and the bandit curses in frustration.

The leader bandit, seeing the heist proceeding according to plan, slips into a defensive posture, and calls, "Come and get me boy, if you dare." Total Defense

Round 6

Icarus, your turn.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I smile at the leader of the bandits and then fire off a magic missile at the bandit that is leading the camels away while taking a defensive stance. current AC 19

Damage 1d4 + 2 ⇒ (4) + 2 = 6

Grand Lodge

The bandir leader yells another curse at you as your missile strikes the bandit leading the camels away, and he drops to the ground. The camels atart mulling around in confusion, having lost their guide.

Alan is up.


Male Human Fighter 1/ Cleric 2

If I can get to the bandit at the end of the carvan this turn I will pull out my my longsword as part of my move action and attack him.

If I cannot reach him then I will pull out my crossbow and use that instead.

To hit 1d20 ⇒ 14 +4 if ranged +5 if melee

Damage 1d8 ⇒ 3 +2 if melee

Grand Lodge

Alan draws his sword, and moves against the other bandit, stiking him a solid blow. The final bandit utters a gugle, as the blade shears into his neck, and he collapses, his lifesblood spilling into the desert sand.

The bandit leader glances at the fallen companions, then looks Icarus in the eye. "Very well, boy, you have gotten me, for this round. We shall meet again."

He turns away from and starts moving off into the desert night. Withdrawal action, move 60' away. His voice rings out, "Ware following me, lest you bite off more than you can swallow!"

Combat is effectively over. There are still three bandit bodies lying on the ground, and also the camels are threatening to move away, as they are not being guided by anyone at this point.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I shout back at him as he withdraws "ware returning to fight me again fool, or next time you see my face it will be your last"

I then run over to the head of the camel train and stop them calm them down and return them to their bed for the rest of the night. I then make sure that the two bandits that are dieing are fully dead and drag their corpses away from the camp a goodly distance after searching them and approach Alan about what to do with the bandit that he knocked out.


Male Human Fighter 1/ Cleric 2

I assist Icarus with stopping and calming the camels and searching and moving the bodies.

"well I was thinking we could question him and then make him a servant of the empire." I say with a shrug


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

"That is a good idea." I nod impressed by Alan's for though.

"We had better tie him up until he wakes though. He may not like the idea of forced servitude as much as you and myself."

I am unsure what to roll for use rope since that skill does not exist anymore.

Grand Lodge

Notes:
1. 200 XP, each, for the encounter, guys.
2. The Rope Use is no longer a skill, so the way it works now is you set the Escape Artist check for whoever you tie up by you by 20+ your CMB .

You have no trouble tying up the camels, and securing them to the camp. Knowing dawn is only a short time away; you hurry to finish your grisly deeds. Searching the corpses reveals little, each bandit was wearing ragged clothes, carrying a spear, and a knife, nothing special about them, By the time you have finished the sun is starting to peek out from the horizon.

Day 19, dawn

Dawn is starting to break, your bandit prisoner is still unconscious, although Alan is able to tell, he will wake up before the sun crests the sky.

Actions?


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

Since there is no point in trying to sleep again before the sun comes up we will break camp get the camels ready and throw the unconscious prisoner over the back of the head camel, when the prisoner comes to we will stop and go from there.

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