GM Arkwright's Harvest Run (Inactive)

Game Master Arkwright

Map


601 to 650 of 849 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Will: 1d20 + 4 ⇒ (15) + 4 = 19

Clyde fires at the one Erick shot at

Arrow: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 2 ⇒ (8) + 2 = 10

Clyde needs a new bowstring


Henry's shot lands, eliciting a high-pitched bestial shriek of pain.
Erick similarly connects; Clyde however aims wide.

Telsyn turns and flees.
Sorry, looks like you're fleeing for the next eight rounds.

Arbas and Irling make for the front of the group, drawing aged but well-whetted daggers. Though pale, they ready blows.

The drakes hiss, then dive straight past Clyde in unison, biting at his neck along the way.
1d20 + 6 ⇒ (9) + 6 = 15 1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 6 ⇒ (18) + 6 = 24 1d6 + 1 ⇒ (2) + 1 = 3

Go everyone


Henry shoots again at the same target.

to hit: 1d20 + 10 ⇒ (19) + 10 = 29 damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick moves closer and then readies an attack with the 9-ring sword.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Clyde shoots the one Henry just shot
Longbow: 1d20 + 6 ⇒ (8) + 6 = 141d8 + 2 ⇒ (8) + 2 = 10


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Telsyn is still running or cowering somewhere...


Henry's shot lands; one of the two drakes is looking significantly injured.

Regardless, emitting keening cries, they turn and make another run against Clyde.
1d20 + 6 ⇒ (14) + 6 = 20 1d6 + 1 ⇒ (3) + 1 = 4
1d20 + 6 ⇒ (10) + 6 = 16 1d6 + 1 ⇒ (5) + 1 = 6

Go everyone; Erick, your readieed action went off


Henry continues to shoot the same target.

to hit: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 1d6 + 2 ⇒ (2) + 2 = 4


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

My spleen!

Clyde keeps firing at the injured one.

Bow: 1d20 + 6 ⇒ (6) + 6 = 121d8 + 2 ⇒ (6) + 2 = 8


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Readied Attack: 1d20 + 4 ⇒ (6) + 4 = 10

Erick grunts in frustration as his foot slips on the ice.


With Henry's final shot, the drake's wings lose their strength and it slams into the ice at full speed, unconscious.

The other gives another roar, then flees to the west.

Combat over


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Telsyn's long run left him winded. He returns looking a bit sheepish. I knew you could handle it without me!


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Clyde grumbles and checks his bow. Dern wet and cold is messing with the string.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick retrieves his gun, and begins wiping it down. "Anyone got some skinning knives? The hide is worth a bit." He comments, nodding at the downed drake.


The halflings get shakily to their feet; a few of the women are comforted.

Arbas steps forward. "...fine shooting, my friends; I see why the network sent you as guides."


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

No knife here. Clyde considers buyingone later.


"Do we have time to skin it? It's pretty damned cold in here, and we need to get gone. I can skin it, but not sure it is worth freezing for. "


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

We got attacked not long after we set up camp so we can bed down for a bit.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Telsyn will lend his dagger, if it helps.


"Fair enough. " and he will out his kukri and start skinning the beast.

survival: 1d20 + 7 ⇒ (10) + 7 = 17 If I have enough time, I would just take 20


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick nods at the halflings. "We're right dangerous against wild animals. Long as we don't run into any Rocs or Doomwhales we should be fine." He waggles his eyebrows, using humour to try to calm the halflings after the attack.

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

Once the gun is dry again and oiled, Erick reloads it, and puts it away. "Ok, usual rotation on Watch tonight?"


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Yep. Clyde will stand watch when his turn comes.


With a decent survival check, you can probably skin a drake quite quickly. I don't think 17 is high enough.

Erm, you're about 4 hours in, so it's about midday. And the entire point of resting before you hit the ice was so you wouldn't have to camp on it and freeze to death.

The journey must go on.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Onwards!

Clyde breaks camp and helps the halflings get ready.


Everyone agreeing?


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Yup!


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Yep.


onwards


Increment 3/4
Telsyn 1d20 + 5 ⇒ (19) + 5 = 24
Clyde 1d20 + 12 ⇒ (6) + 12 = 18
Erick 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 DC 16 1d4 ⇒ 2
Henry 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 DC 16
Arbas 1d20 + 5 ⇒ (7) + 5 = 12 1d4 ⇒ 2
Irra 1d20 + 5 ⇒ (7) + 5 = 12 1d4 ⇒ 2
Ella 1d20 + 5 ⇒ (18) + 5 = 23
Darla 1d20 + 5 ⇒ (15) + 5 = 20
Eiras 1d20 + 5 ⇒ (11) + 5 = 16
Turbas 1d20 + 5 ⇒ (18) + 5 = 23

Increment 4/4
Telsyn 1d20 + 5 ⇒ (17) + 5 = 22
Clyde 1d20 + 12 ⇒ (20) + 12 = 32
Erick 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 DC 17
Henry 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Arbas 1d20 + 5 ⇒ (16) + 5 = 21 DC 16
Irra 1d20 + 5 ⇒ (8) + 5 = 13 1d4 ⇒ 2
Ella 1d20 + 5 ⇒ (3) + 5 = 8 1d4 ⇒ 2
Darla 1d20 + 5 ⇒ (17) + 5 = 22 DC 16
Eiras 1d20 + 5 ⇒ (6) + 5 = 11 DC 16 1d4 ⇒ 2
Turbas 1d20 + 5 ⇒ (15) + 5 = 20

The remainder of the day is harsh; blue lips and pale fingers abound near the end of it. But eventually, crossing through a rare bridge of earth and dirt, you make it wholly past the Angel Ice.

Bit of damage spread around the slaves. 110 more miles to go I believe. If there's anything else you'd like to do about their nonlethal damage or for the night, up to you.

Gathering around the fire bead, the mood is strangely buoyant.


1 person marked this as a favorite.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Clyde boils water and heats blankets in order to return feeling to cold limbs, and his last few packets of tea steep in a pot to warm the insides.

Heal, long term care Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Heal: 1d20 + 8 ⇒ (17) + 8 = 25


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Telsyn has little he can do. He makes sure the halflings are as comfortable as possible.


Henry will try to create a snow shelter to keep in the heat of the firebead.

survival: 1d20 + 7 ⇒ (19) + 7 = 26


Out of the snow now Henry, back into pleasant plains. But that check can still be useful.

Reminded of the chills suffered by a few of the halflings, the first night is difficult; babes to sooth, white-skinned hands to be warmed by the fire. Eventually, morning comes, and the next night is easier as you continue the journey to Brastlewark.

Crossing a hill, the air suddenly seems to thicken with warning.

DC 19 Perception:
A small contingent of Chelish guards seem to be crossing parallel to you in front of you, a good few hundred feet away.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

perc: 1d20 + 2 ⇒ (9) + 2 = 11


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Clyde waves to everyone to stop There be a bunch of Chelish soldiers up ahead about to cross us up ahead.


perception: 1d20 + 9 ⇒ (13) + 9 = 22

Is there any cover to snipe from?


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

We need to make sure our charges our safe first.

They are coming towards us?


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Be quiet and try to hide, everyone. Don't let them notice us.

stealth: 1d20 + 3 ⇒ (12) + 3 = 15


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Stealth: 1d20 - 3 ⇒ (19) - 3 = 16 Hah, luck be with us

Erick, shockingly, steps to the side behind a tree with almost no jingling or noise, and doesn't step on a stick or anything. "You realize of course that me and stealthy are not usually on first name terms, yes?" He whispers, looking mildly surprised he managed to avoid clanging his armor on the tree.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Clyde tries to help the halflings hide and hides himself
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15


Crossing perpendicular, not parallel. My bad.

Hitting the dirt, you manage to get yourselves out of sight before you're spotted. Ahead, the group of soldiers moves up to a small grove of trees, and sets about making camp; tents and sleeping bags unpacked, a small fire beginning to be made.

Can go around them with a fairly easy stealth check, or anything else if you can think of it.


I imagine we go around. Killing them off would likely cause complications.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Yeah, we need to avoid them, we got the halflings to think about. Head around.

Clyde will help the halflings sneak around.I wonder if we can get them through to the barn a different way, this seems to be a bit too well tyraveled.

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Know-Local: 1d20 + 5 ⇒ (5) + 5 = 10


stealth: 1d20 + 14 ⇒ (12) + 14 = 26


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Not gonna make that twice. stealth: 1d20 + 3 ⇒ (3) + 3 = 6 Nope.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Plan B, kill them all.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Before anyone tries to sneak off, Erick makes a cutting motion with his hand over his throat, to get people's attention and get them to stop talking. "Stealthy people take the halflings around behind them, around from the way they came. Us non-stealthy people will provide a distraction. We'll play the messengers for nobility... If they're looking at us walking in the open, you'll have an easier time sneaking away. We can meet up in the woods on the other side of them, half a mile."

He waits for agreement before he motions for Telsyn to join him walking toward the group, timing that for 5 minutes after the sneaky ones leave.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Good pla, I'll go with the halflings. Clyde does so


Being a halfling, Henry figures out he needs to go that way and does.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Telsyn sticks with Erick, and lets him do the talking.

1 to 50 of 849 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Arkwright's Harvest Run Gameplay All Messageboards

Want to post a reply? Sign in.