| Shamus Vendrake |
As the morning begins, the campsite quickly grows in cheer and excitement. The story of the stag Irakli spotted during the night is quickly passed from person to person, until ultimately Father Kavken steps forward as the wagons pull out onto the roadway, still shadowed in the faint blue-gray light of dawn.
Looking down the road, the aged priest of Erastil turns to the assembly and offers a benediction over the group. Truly the Stag Lord Erastil shows us we are following his path to our fortunes and futures. Let us all remember we have left Restov not to flee ill fortunes, but to build better ones for our friends, our families, our peoples. As Erastil teaches, community is family, and today, we are all blessed by his vision as a new family, a new community. We are destined to make the Greenbelt our homes. A hearty cheer rises up from the wagons, mixed with some praise for Erastil, some for Adabar, and even a few calls for thanks to the guardians.
Stopping to each guardian, he offers them a personal blessing and nodding prayer. As the Stag leads the herd, these guardians will lead us to the home Erastil has promised us. Praise be to Erastil and the gods of goodness that watch over us all. Hail to our guardians. We shall follow where you lead.
The gathering soon rolls out, the people in good spirits. Travel seems quicker rising out of the narrow valley than it did entering, so by noon the rise is behind you and you look out over the lands. The chimneys of Nivakta's Crossing are not even a wisp in the distance, hidden from view by the rolling hills of southern Brevoy. The road ahead rolls on, up and over and down again, flowing hill after hill.
As evening begins to fall, the track approaches a lazy fork, one turning south through a grove of elms, the other continuing onwards over a grassy hillock. Shamus approaches the lead team, smiling a friendly grin. Another day or two, we will be out of the hills and into the plains that mark the Greenbelt. It seems good fortune came of our side trek. Do we continue on this path or veer south as does the river, rejoining the main road? Lead us, o' great stagmen, he offers with a twinkle and friendly shoulder slap.
| Shamus Vendrake |
Shamus approaches as you are deciding. The river, Master Grailmont, will not lead us to the Greenbelt, save not directly. Should we continue on this road, we are five, maybe six days out from Oleg's. If we follow the fork south back to the river, we will join up with the main road, maybe if all goes well cut at most a day off the travel time onwards to Oleg's. We would however have to pass Fort Sarenko, rumored abandoned by last report.
He approaches closer, out of earshot of the others. I have heard the river itself leads all the way to Tuskwaters and the citadel of the Stag Lord. Of course, we would have to pass the lands of the Boomstone Goblins, the Twisted Tree Mites, and the Sootscale Kobolds just to get there.
He leans back, turning his mount back to the wagons, Choice is yours all, we await the decision.
It seems Echo and Grailmont are at cross choices, Irakli passed, and I do not wish to cast the deciding vote through Kenzi, so, second vote anyone?
| Grailmont |
Grailmont considered all ends of what Shamus presented to him. The lack of action made his blade and shield thirsty for battle, but the others less trained for those situations would be at great risk in the event of confrontation. You know, Shamus, the idea of battle enthralls me at the moment, and I'm sure the other guardians share this taste for adventure, however the others don't find that so endearing. So for the sake of the caravan, we shall continue down the same path.
| GM Darkblade |
The next four days pass uneventfully as your caravan resumes it's journey to Oleg's Trading Post. Every colonist keeps a wary eye out for signs of danger, trouble, or more as often, signs of Erastil's passing.
Every deer track was checked, any found spore inspected, dusty dents along the overgrown road well watched as the wagons passed by. Though no signs appeared, it became all the more important that the caravan keep moving forward, faster, onwards to the community they would build in his honor.
The priests and faithful of Adabar kept their own watch out, hoping for signs from the Gods' Judge, but they did not counter the hope that rose amongst the travelers. Faith is a coin of it's own kind, and spent just the same. In the end it to shall be stored in the Golden Vault of Adabar.
Every evening the train made camp, scouts rummaged the area for extra stock, and the watch was set over the group.
Irakli made little progress in his conversations with Shalmarea, Kenzi drilled and meditated. Grailmont slowly worked up an easy truce with Ulfric, learning to ease his own rigid stances when pitted against the freer style of the aged warrior. Echo managed a few moments with the Adabarans, finding a first name footing with some of the former powerful of Restov's judiciary.
As day began in ernst on the fifth day, off in the distance a tiny speck appeared on the horizon. As you top a high hill, a wooden palisade fort stands little more than a smudge in the distance now, but soon you shall be there. A strong push of the wagons and crews will see you there just past dusk. A hard ride by the guardians, and they could be there by early evening, though it would mean leaving the folk to fend for themselves should something arise amiss.
Guardians, calls Shamus, behold Oleg's Trading Post, former outpost of Brevoy and soon to be a respite from our passage. Does she not look grand?
The tiny wooden fort stands roughly 200' long, 180' deep, her walls 12 foot high with two wooden gates, a smaller to the east and larger doubles facing south. Four square towers rise up from her corners, siege engines resting at peace. Several small structures dot the inner walls, a large two story building standing center along the north wall.
Your goal is in sight, the finish of the first leg of your journey. How shall you proceed?
| Echo Syne |
Aye! Shamus, you are right. She is a sight for sore eyes. Lets get everyone prepared. We can let the travelers rest easy for a while here. We can drop them and leave a guard with them to keep them safe, while we go out and explore/clear land of unsavory types while we make our way south. Our duty as guardians prevents us from resting long; I would like to see us spend one night here, and get a move on. We really do need to pick up the pace as much as possible. Irakli, Grailmont...are you two prepared for what lies ahead?
| Shamus Vendrake |
Shamus shields his eyes as he peers off to the fort in the distance. If you four wish it, we will mind the wagons. I think we can manage making the fort by sundown. You can ride ahead and alert Oleg and his staff of our arrival, and plan out what accommodations are available to our group. Looking back over the approaching train he adds, Some of the older members may wish a night or two in a real bed if possible, and a week on the road is enough to make rifts amongst the closest lovers. A chance to spread legs and relax may be just the thing for everyone, before the next step on our journey. He throws a sly wink at your band. Whatever you decide that step is, mind you.
| Grailmont |
I can make post haste to Oleg, I have plenty of ration to keep from stopping so I can eat on the go. He said, voting himself up to make the ride. When we hit town, we shouldn't squander a second. we should mingle with the locals at the trading post and find small jobs to complete to earn some reputation with them, and who knows, mayhaps they offer us goods and services for a discounted price. Grailmont suggest And yes, Echo, resting too long may cause a negative influence, however I think our rest should solely depend on the effort we put forth to lay waste the troubles of the trading post.
| Kenzi Eagle |
Kenzi looks over the road ahead and back to the caravan. I think I am in agreement, if I understand correctly. We should ride ahead and alert the trading post of our pending wagons, maybe assist in having a meal ready for their arrival. We can plan for how the caravan will be arranged for a short stay near the safety of the post. This would give us time to find out more about the lands hereabouts and make plans for where and how we wish to explore further the Greenbelt.
The stretch between the wagons and post can be ridden hard on horseback, arriving just in time for the evening meal. The caravan follows more slowly, and will arrive just after dark. If you set torches and a couple camp fires, the light should direct their approach fairly safely.
We may or may not wish to claim this post as our first steadfast holding or the future center of our capital, but it would make a safe staging area at the least and adding it to our "protection" would garner more favor with the locals than not, or so I imagine. The choice of course is one we will all need to make, together. With the advice of the caravan leaders and Oleg himself I think.
| Echo Syne |
Shamus, would you and Ulfric kindly guide the caravan to Oleg's?
Irakli, I think it would be best if all four went. Each can present his point of view and contribute to the notice and discussion. In addition, there is a certain safety in numbers.
Kenzi, would you join us as well?
| Shamus Vendrake |
I believe Ulfric and I can manage things til the evening. I have lead enough trains it should be no problem at all.
He signals for Ulfric as he rides back towards the wagons, pausing to turn back to the group.
Should anything happen, we will blow a few horns or light a fire, so keep a weather eye and ear out for us. We'll do the same for you.
| Kenzi Eagle |
Kenzi looks at the others, and then to the racing Grailmont. So, a race it is then. Last one to the last marker before the fort buys the first round seems fitting.
The normally dour and silent paladin kicks his mount briskly but firmly, coaxing him into first a trot and then a gallop, catching up to Grailmont before again calling out his challenge. Shall any be man enough to meet my call?
Riding Check1d20 + 4 ⇒ (20) + 4 = 24
| GM Darkblade |
Kenzi takes an early lead in the race for the Trading Post. Irakli and Grailmont rush to follow, hoping to close the lead. Echo appears to have not yet given the race a chance, his pace lagging behind the others.
Kenzi clucks and snaps his reigns, watching over his shoulder a few times as the band makes for the post.
A total of three rolls will determine the winner of the race.
Kenzi puts a little effort into the race, his horse working to obey his master.
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (15) + 4 = 19
Total Score: 54
| Grailmont |
I don't know how this happened, but my riding skill is -6.
riding: 1d20 - 6 ⇒ (17) - 6 = 11
riding: 1d20 - 6 ⇒ (13) - 6 = 7
riding: 1d20 - 6 ⇒ (6) - 6 = 0
Grailmont immediately dropped out of the race as he fell behind the others, he began to feel uneasy as the creature under him began making odd noises and didn't obey. Gah.. bloody animal.. It seems that I'm not due for a race after all.
| GM Darkblade |
I don't know how this happened, but my riding skill is -6.
[dice=riding]1d20 - 6
[dice=riding]1d20 - 6
[dice=riding]1d20 - 6Grailmont immediately dropped out of the race as he fell behind the others, he began to feel uneasy as the creature under him began making odd noises and didn't obey. Gah.. bloody animal.. It seems that I'm not due for a race after all.
The riding check penalty is for the armor and shield Grailmont wears. I doubt he is using his shield while racing, so that would add +2 back to his checks. Assuming he was using a military saddle would add another +2, being a fighter type I would assume he requested such a saddle.
This would increase Grailmont's total to 30, respectable considering he is not riding a war trained mount which is carrying a heavy, armored rider.
Just wondering now where Echo places in the matter.
| Echo Syne |
Echo pats his animal gently and quietly tells her, don't worry Patience; we don't feel the need to show off.
He draws up and yells ahead to the others I will gladly buy the first round for this company of heroes.
With that, Echo picks up speed to a strong cantor and proceeds toward Oleg's.
| GM Darkblade |
About an hour before sunset, Patience plods up to the rest of the riders, gazing across a sparsely treed expanse to the area cleared for the former fort. Oleg's Trading Post is laid out before you, at this angle letting you view the front and right hand sides of the place.
As a group you move forward closing the distance, Kenzi offering to buy the first round, as way of apology for not divulging his riding skills before making the wager.
The main gate stands partially open, the large doors open just past half way, a gap large enough to ride through in single file. The smaller gate on the right remains closed.
Smoke drifts from the compound, carrying with it the smell of roasting pork. A faint din of laughing can be heard, Ohh yeah, like that he does... and the strained twinges of faint melody. As you ride closer, you catch a shrill scream, quickly stifled, and more, louder laughing. Careful Hap, he don like tha... The music increases in volume, a stringed lute perhaps, failing to cover much with it's poorly performed plucking.
You are about two rounds from the main gate at normal riding movement, ie 240'. The closed side gate is about 120' away. You see no movement atop the wall or from the corner watchtowers.
| Echo Syne |
Guardians, double time it. Something is amiss. There is too much laughter, and not enough watching from the towers. Be on guard for anything. Judging by the scream we may be on time for our kind of party. Grailmont, Kenzi...this might be your chance to be a hero.
| Kenzi Eagle |
If you "run" your horses full gallop you can cover the distance to the main gate in one round. You would need to make a DC 5 Ride check to make the rushed move, a DC 5 Ride check to enter the gates without issue, and another DC 5 Ride check to draw a one-handed weapon or DC 10 Ride check to draw a two-handed weapon/two weapons.
Kenzi takes Echo's words to heart, kicking his mount and spurring it to action. To arms for my Lady. Heeyah.
Initiative Check 1d20 + 2 ⇒ (20) + 2 = 22
#1 1d20 + 4 ⇒ (3) + 4 = 7 Succeeds in speeding to the scene
#2 1d20 + 4 ⇒ (2) + 4 = 6 Passes into the gates
#3 1d20 + 4 ⇒ (6) + 4 = 10 Draws his longsword and shield
| GM Darkblade |
Here is the map for inside the fort, as you ride in.
I have placed Kenzi, near the gate. As you come in you may place yourselves within 5 squares of the gate if you succeed in running your mount and riding through the gates.
You see four horses in the corral still saddled and loose. A hitched wagon is by the corral.
Two large outdoor tables are set for a meal. Two suckling pigs are roasting on a rotating spit nearby.
A large older man is trussed up and on the ground, struggling and gagged.
You see three rough looking bandit types around the tables, a fourth by the spit. A fifth has just drug a woman into the rows of the garden. She has fallen to the ground.
| Echo Syne |
Rush: 1d20 + 2 ⇒ (12) + 2 = 14
Gate: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Echo and Patience arrive 2 squares south of Kenzi.
Gentlemen, gentlemen there are no need for this behaviour. I am sure we can work things out a manner befitting your prestigious station.
My name is Echo Syne, and my friends and I are here to assist our friend Oleg in these troubled times. And since you are, no doubt, good friends of the fine trader, that makes you my friend too. And my friends and I would be more than happy to assist you as well with whatever we can.
At the very least, let us talk as men do. If we can not work this out, you can commence with your brigandry.
But if we can work this out, we may both arrange for profit for all involved.
The +1 for brigrandry is factored in, please adjust if it is not applicable.
| Grailmont |
Ride: 1d20 + 3 ⇒ (11) + 3 = 14
Gate: 1d20 + 3 ⇒ (3) + 3 = 6
Armament: 1d20 + 3 ⇒ (13) + 3 = 16
Grailmont narrowly passes the gates as he urged his steed at a fast pace, jumping off quickly, making haste to Echo's side, poising himself with his shield out and his blade overhead, wasting no time trying identify the man who was tied up, noticing that there was a woman being drug into the garden, Grailmont boomed at him in a loud voice, Stop now! join your party and discuss our negotiations!"
Intimidate: 1d20 + 9 ⇒ (10) + 9 = 19
| GM Darkblade |
Grailmont is still mounted, but has drawn his shield and sword. It would take an additional Ride Check to successfully vault from the saddle, DC 20. His intimidate will aid Echo's diplomacy, since he did not say or do anything overtly "fearsome," only forceful.
Initiative checks for players and bandits.
Grailmont 1d20 ⇒ 6
Irakli 1d20 + 5 ⇒ (19) + 5 = 24
Happs Bydon 1d20 + 4 ⇒ (11) + 4 = 15
Deudermont, nearest Trading Post 1d20 + 1 ⇒ (7) + 1 = 8
Bandit A opposite Deudermont 1d20 + 4 ⇒ (5) + 4 = 9
Bandit B closest to party 1d20 + 4 ⇒ (19) + 4 = 23
Wesley Wheaton, by the roasting spit 1d20 + 2 ⇒ (2) + 2 = 4
Irakli
Bandit B
Kenzi
Echo
Happs
Bandit A
Deudermont
Grailmont
Wesley
Deudermont and the two bandits grab their weapons and jump to the ready, watching your group, stealing glances at Happs, obviously the leader. The archer Happs delivers a solid blow to the captive woman, sending her falling to the ground. He stares at Echo, showing only the slightest nervousness in glancing to Grailmont as he saunters back out of the garden, trying to be strong before his men. His face is red and swollen, scratches and a bruised eye telling the tale. Reaching the table, he takes up a bow, but does not draw an arrow, instead spitting wetly on the ground. He looks to Echo and says I think we can come to an arrangement. You men can join us, dole out shares of your wealth, be good enough to wait your turns, and you can maybe each have a go at the beeyotch, at least once we've had our pokes at her. Looking at Oleg he sneers, Unless one of you can't wait and want to take your fun with him. The two bandits laugh and chortle at his remarks, catcalling, but you notice Wesley shuffles his feet, still holding not his sword, but his lute.
| GM Darkblade |
Irakli bristles at the actions of Happ, his fingers clenching and tightening on his rapier. He swings his leg over his saddle and drops to the ground. He walks slowly down and around, approaching by the garden, non-threatening but he has not put away his foil.
Bandit B looks at the group, Ey, tha prettie 'un mite make fer sum fun too. Ya shur we gotta let 'em join up. Kressle ain't said nuttin' 'bout sharin no fun. He holds his spear loosely but at the ready, watching not Irakli, but the warriors flanking Echo.
Kenzi moves his mount forward as he sees Svetlana fall into the garden, out of sight. He grumbles, out of earshot of the bandits, You had best know what you're doing. Bandits aren't quality beings, let alone worthwhile soldiers or guardsmen. Kenzi turns his mount slightly, ready to charge Bandit A and Deudermont.
Echo is up next.
| Echo Syne |
Hap, is it? I believe I have heard that name before. You wouldn't happen to be the famed Happs Bydon?
It was told that you broke the bonds...loosed the chains one may say, and took your freedom of your tyrannical
master by your bare hands. Are you that very hero? Please come forward and let us speak as men do. I have no
weapon drawn, as you can see.
I believe we have much to discuss, if you will allow us to approach.
We maybe could hire a courageous man like you. Quite possibly your entire company. I know we sure could use the
services of a skilled bard. And, anyone who can rise above servitude is certainly a man worth talking to.
Once we settle this matter here, we could do very well in business together. My friends and I can make you
rich beyond rich, if you you're willing to take what is yours. The tasks are easy enough.
Echo leans over to Kenzi and whispers, you are absolutely right. Trust nothing they say.
Bluff/Diplomacy, whichever is most appropriate: 1d20 + 9 ⇒ (14) + 9 = 23
While speaking, I want to move at a walking pace toward Happs (remaining mounted). I want to end up as close to Happs as I can, while staying outside the garden. I will take a double move if necessary, to be at the Garden's edge.
| GM Darkblade |
You will not need to keep rolling skill checks, the two rolls take a minute each so the conversation stretches somewhat. You are seeing the results of where it is going now.
Happs looks confused for a moment, not following all of what Echo is saying, then it almost dawns on him. What, you mean that bastich's daughter that I took from my old boss Finlester? Yeah, I take what and who I want, when I want. He was a pig, but her, she was a tasty bit she was. Me and some friends had a glad old time with her, till she got too sobbed up about it. Whine, whine whine, like she didn't enjoy it. Called it rape she did, just fun is all it was. I did her round a bit, sold her, and moved on. Left her all head-addled up at a little brothel in Brunderton, all for a few good coins and a roll with a better piece. He smiles, thinking back on the girl, a sly grin and glassy look. Then he catches himself, coming back to the conversation. Nope now, I know you aren't all here about her, or any of the others I bedded. We boys here all work for Lady Kressle. The two bandits smirk and choke at that. She won't like you coming out here thinking you can just buy up and own the place. She's a lewie for the Stag Lord, and me, I'm her sergeant. First dibs and orders for jumping. Right lads? No, I think maybe we say no to you and your business, but maybe we might let you speak to her yourself, if you have the tolls. At least once after we've had our fun here first, am I right?
Bandit A moves over to beside Oleg, giving his squirming form a kick to the side. Oleg grunts but doesn't turn his eyes, full of hate, away from the bandit. He dun wrote ledders ta da king, sayin' we's was bad men. Had a govna's troop ride past last few days, tilt the Stag Lord put 'em down. Now he's got's ta pay, him an tha' uders. Nobodies messes wit da Stag Lord, an we's him hererounds. We's tha' lords here, an he's tha' pisspot boy. The man holds his spear in one hand, trying to open his trousers with the other, looking as though he intends to relieve himself on Oleg. Hold tha' pot steady, aint wants none on me boots boy.
Deudermont keeps out of the conversation, and the action, moving back away from the table, back to the door into the trading post, feeling around behind himself for the handle. It is clear he is nervous, though whether he is more afraid of the Guardians or Happs and his cronies, it is too hard to say.
Grailmont is next.
Wesley looks to be of a mind similar to Deudermont, his eyes scanning the nearby area, as if looking for a place to duck into hiding.
| Grailmont |
I want to try pulling Happs away from everyone, and using the garden to knock him out without the others seeing.
While listening to the story, Grailmont felt the rage building up inside him, keeping a stern, and unchanged face. Standing now, he put his sword away and began to make a few more paces towards the bandits, slowing putting on a grin, a friendly face.
| GM Darkblade |
The lute player Wesley slowly lowers his instrument. He still has one hand on the handle of the spit, slowly cranking it, continuing to rotisserie the suckling pigs. His skin is slowly bleaching white, the color fading as the drama plays out before him. Perception check 1d20 + 1 ⇒ (6) + 1 = 7 He fails to notice Irakli.
Round 2
Irakli continues moving to the edge of the garden, dropping into a crouch. He edges into the garden, slowly duck walking through the coverage, heading towards Svetlana and where he last saw Happs. Stealth check 1d20 + 2 ⇒ (15) + 2 = 17
Bandit B takes a firmer grip on his spear as he continues to watch Echo as he rides closer with his companions. Hey, my prettie. Why don you cum 'ere an I'll put sumpin udern big words in yer mouth. Yer prettie mouth. He sneers and grins as he makes a few grinding gestures with his hips, his spear swaying to the motions. Perception check 1d20 ⇒ 2 He fails to notice Irakli.
Kenzi tenses in his saddle as the other bandit moves to urinate on Oleg, chuckling at his friend's taunts. The paladin of justice speaks softly to Echo, barely audible, his mouth hidden by his helmet's visor. If he moves to do it, I will have no choice but to ride him down. I cannot allow such an act to be committed against a free citizen of Brevoy. I have sworn my oath to our charter, and this lawlessness must be ended. Kenzi readies an action to charge Bandit A if he pulls his member from his trousers, reins and sword at the ready.
Echo is next.
| GM Darkblade |
The bandits thus far allow Echo to ride forward unchallenged, as he casts his sudden spell, sneakily I imagine. Concentration check for being on a moving mount casting 1d20 + 5 ⇒ (18) + 5 = 23 vs DC11
His spell falls upon the unprepared but scornful Bandit A, who fails his save 1d20 + 1 ⇒ (16) + 1 = 17 vs DC19, stopping mere moments before beginning to urinate, himself still in hand, turning to look at Echo, a friendly smile upon his face.
Happs fails to realize Echo has cast this mystical effect, Perception check 1d20 + 6 ⇒ (7) + 6 = 13 vs DC17, and continues with his discourse. You boys just need to back off, and let us finish up our fun here, we waited long enough. Maybe then we can talk business. So why don't you just wait yourselves outside the gates, nice and quiet like, and when we are all finished up here, sated and satisfied like, we will maybe talk some more, give you a chance to show us why you deserve to be Stag Lord's huntsmen. He watches young Grailmont approaching, wary of the fighter, giving him a condescending look.
Bandit A, glassy-eyed, winks to Echo and then looks over to Happs, But Happs, he dun seems 'armless nuff, why's we don' let's 'ere 'im out. Won 'urt nun ta list'n sum wills it, his member still dangling free, him leaning against his spear, Oleg forgotten for the moment.
Deudermont glances at the scene before him, Perception check 1d20 + 1 ⇒ (6) + 1 = 7 vs DC17s sensing only that something 'different' is happening. He manages to open the door behind him, calling softly, Rufus, here boy. A beefy black furry hound squeezes out of the narrowly open portal, shaking it's fur out as it stands next to the man, sniffing the air and observing the newcomers.
Grailmont is next.
| Grailmont |
We need to sync an attack to keep arakli from getting torn at by the hound, I will progress and close some more distance between the group.
Grailmont rubbed his eyes a bit and kept moving forward, looking at the table and shook his feet a bit. Come now Happs, we've been for days having to keep our wits, just let us unwind with a few bottles of ale we looted on our way while you haveat the wench in the garden. Grailmont said with a happy tone, now standing a few paces from Bandit A. He pulled a flask from his pouch and took a few drinks to prepare himself for any pain he was going to endure in the moments to come, then held it out to Bandit A with a smile on his face. With an Iron grip he held his shield, ready to bash at any second.
| GM Darkblade |
Grailmont takes a move equivalent action to move closer to Bandit B and the table he stands by. Both he and Happs refocus their attentions on Grailmont, weapons being brought to the ready.
Wesley moves back away from the roasting piglets, along the side of the Trading Post, attempting to lose himself in the shade. He hurls his skewer fork off into the garden, nearly striking Svetlana who lets out a gasp, attempting to distract those watching him. Bluff check to distract the players DC 15, 1d20 + 8 ⇒ (10) + 8 = 18 success. The group fails to notice as he slips into the shady area beside the Trading Post, concerned with the toss and the woman's outcry more so than the here to now unobtrusive lute player.
Round 4
Irakli is up next. He may make two stealth checks to get as close as possible to Happs for an attack next round, or one Stealth check and a Partial Charge attack action from the garden, whichever may be desired. The Stealth Check DC is 16. If either Stealth check(s) fails, Happs and Bandit B will spot the half-elf and he will not strike from surprise, ie no sneak attack bonus. If he is successful, he will gain a surprise attack and a regular round attack, both with sneak attack bonuses, should he choose to attack this round.
| Irakli |
Looks around to assist the situation and sees that he is close to Happs. I have heard or seen this name before Tries to move closer. Stealth Check: 1d20 + 7 ⇒ (4) + 7 = 11
Hit: 1d20 - 2 ⇒ (15) - 2 = 13
Don't know the dmg roll lol
| GM Darkblade |
Happs startles as he notices movement in the garden, movement not by Svetlana. He tries to raise his bow as Irakli's sudden rush from the greenery happens too fast to track.
Happs takes the rapier thrust high on his shoulder, turning from the charge as he uses his bow to distract the rushing rouges' aim. He grimaces at the sudden assault, spitting unflattering epitaphs at the masked Irakli.
Seeing Irakli's charge, Kenzi spurs his ready mount, rushing into combat, his sword held at the ready. As he moves past Bandit B he swings downward at the perverted man, passing close by Grailmont as his horse draws past the table, then rearing in display before the table before Deudermont.
Bandit B swears aloud Hag mother unbirth these bastitches as he strikes with his spear.
Echo is up next.
| Echo Syne |
No! This is not what we wanted. Quickly, it's not too late. We can still strike a deal.
Echo turns to the charmed bandit and says,
You saw the potential in our offer. There is time. If you can keep that hound off of us, we can still come to terms.
In addition, there would surely be a bigger share for you for being such a cunning leader.
Echo moves 20' forward (east), and casts Charm Person on the hound's master.
The more blood we save today, the more power and profit you can claim for tomorrow.
| GM Darkblade |
Happs blocks out Echo's pretty words, intent on his bloodlust against his attacker, an elf or elves' bastard. He takes a 5' step back and fires an arrow directly at Irakli's chest, pausing only a moment to call out, Die like the last fool to wear that ugly mask.
Confirming to avoid Fumble 1d20 + 8 ⇒ (11) + 8 = 19 successful
By grace alone Irakli bats the arrow away with a swipe of his rapier, anger dawning on his face as he recognizes the voice before him; Happs was one of the bandits present at the death of his mentor.
Bandit A, takes a 5' step to line up his aim, hefts his spear, and hurls it towards Deudermont's dog. Glad ta boss, I's aways 'ated tha' mutt.
His original hesitant look of acceptance of the group's words on Deudermont's face is wiped away in a blinding haze of grief and loss as Rufus is struck by the bandit's spear. He seems torn a moment, lost somewhere between vengeance and grief, deciding which will rule his actions.
It is a troubling sight, a man sobbing in sorrow, trying to hold steady his wounded dog, it's body still pierced and bleeding from a hefty wooden spear, the shaft still jerking from it's earthy roots, the partially healed animal whimpering while licking at it's master's tear streaked face.
Grailmont is next.