Brok Thunderhams
|
Predawn, Fireday, 4 Pharast, 4710
Day 4
Perception 1d20 + 8 ⇒ (5) + 8 = 13
Sense Motive 1d20 + 1 ⇒ (13) + 1 = 14
"I think we should jump them. Less people and taking them out without alerting the camp would be good. With the amulets we can even bluff them during the switch and take them out too."
| Darvan Jullies |
"Let me make a round first. I'm all for jumping them though."
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
P33J
|
As Darvan begins scouting (Darvan please tell me which direction you're going) the replacement guard approaches the tower and begins to climb up.
E: 1d20 + 5 ⇒ (16) + 5 = 21
w2: 1d20 ⇒ 17
e2: 1d20 ⇒ 11
If you want to move on the guards, you have 2 Rounds to do so, and we can roll initiative.
If not, you can continue scouting.
| Kyra Lightstep |
Perception: 1d20 ⇒ 3
Sense Motive: 1d20 ⇒ 4
Kyra relaxed a bit more, enjoying this chance to catch her breath.
"I can also provide archery cover. We might be able to take out a couple of them before they notice. I'm just not very stealthy at it..."
Brok Thunderhams
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So let them settle in?
| Darvan Jullies |
If we took out guards who were just about to be relieved of duty then the next set of guards would grow suspicious immediately. If we wait for this next set to come in then we can take them out and hopefully have a much longer amount of time before there is any suspicion.
Brok Thunderhams
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Ok. Plan is to let the new shift settle in and then take them out.
| Darvan Jullies |
Scouting around the camp clockwise. He'll prioritize not being seen over anything else; he doesn't want to start a fight by himself.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 4 - 5 ⇒ (11) + 4 - 5 = 10
P33J
|
As Darvan moves up he sees the guard change take place. The distraction of the change, keeps the guards from noticing as he passes by. He doesn't get a great look at the guards, but things he spots bows and shortswords, but he can't be sure.
Perception Guard: 1d20 ⇒ 9
He does come to the realization though, that the towers are placed in such a way that once the sun is up, there will be no way to sneak past them. Darvan estimates they have about 15-20 minutes before the sun rises and exposes their hiding places.
Ok, I've moved you up to the northwest corner. I'm going to say that took 5 minutes to get there, moving slowly and quietly. You could make it to the northeast corner with just enough time to get back to the party before Sunrise. Or you can return back to the party and tell them what you saw about the first guard tower.
| Darvan Jullies |
I'll do the first option, going to the northeast corner.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 4 - 5 ⇒ (7) + 4 - 5 = 6 Ouch, hope they're not hiding.
P33J
|
1d20 + 6 ⇒ (13) + 6 = 19
You make it undetected, as far as you can tell. You see a few more figures near the fire, but the light is too dim to make them out.
You return back to your companions, you can make the loop or go back the way you came. If you go back, I'll give you a +3 to stealth as you know your footing and can avoid stepping on sticks easier, if you go forward, you'll get closer to the fire, so you won't take the penalty on perception, but still be in the shadows, so you can stealth.
| Darvan Jullies |
Can I tell how many figures there are and what their general location is? I don't need to know what their eye color is, but I'd like to return with at least general information.
P33J
|
They've still got to see you.
1d20 ⇒ 1
1d20 ⇒ 8
1d20 ⇒ 12
1d20 + 6 ⇒ (13) + 6 = 19
Initiatives!
Darvan: 1d20 + 6 ⇒ (15) + 6 = 21
Thug 1: 1d20 + 5 ⇒ (6) + 5 = 11
Thug 2: 1d20 + 5 ⇒ (4) + 5 = 9
Thug 3: 1d20 + 5 ⇒ (10) + 5 = 15
Thug 4: 1d20 + 5 ⇒ (5) + 5 = 10
Kessel: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Order
1. Darvan
2-5 Thugs
6. Kessel
So Darvan Go, and I will post what happens next.
| Darvan Jullies |
Darvan slows his breathing as he realizes they're onto him. He grabs a nearby branch, throwing it to the northeast to distract the bandits. Then he tries to return to the others.
Stealth: 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 24
Figure a standard action to throw a branch, then a move to move. Want any kind of check for the branch?
P33J
|
I like the attempt, probably a bluff check no need to roll, but I'm going to give them a bonus to perception since they're looking right at you.
Perception Thugs: 1d20 + 5 ⇒ (5) + 5 = 10
Perception Kessel: 1d20 + 11 ⇒ (19) + 11 = 30
As Darvan dash back in the other direction, as quietly as he can [ooc]15ft movement for stealth[/dice]. The thugs begin shouting.
"Intruders! Intruders!"
Darvan notices one of the thugs grab something from his pack and toss it toward the creek. But they run away from Darvan, in the direction of the stick he threw.
BOOOOOOOOOOOOM!!!!! A roaring peal of thunder rips through the area.
EVERYONE IS NOW AWARE THAT DARVAN HAS BEEN DISCOVERED!
However, as Darvan begins to slink back into the woods he hears the voice of a loud angry woman.
"He's over there you fools!"
She rushes forward 30 feet, drawing a throwing axe as she does.
1d20 + 7 ⇒ (17) + 7 = 24
The axe slams into Darvan's back as he tries to flee dealing.
1d6 + 3 ⇒ (4) + 3 = 7 Damage.
The guards on the two towers immediately begin scanning the area for intruders.
Perception West: 1d20 + 5 ⇒ (6) + 5 = 11
Perception East: 1d20 + 5 ⇒ (20) + 5 = 25
Stealth Fren: 1d20 - 3 ⇒ (4) - 3 = 1
Stealth Brok: 1d20 - 3 ⇒ (14) - 3 = 11
Stealth Kern: 1d20 + 1 ⇒ (7) + 1 = 8
Stealth Kyra: 1d20 - 4 ⇒ (19) - 4 = 15
Fren Sticks out like a sore thumb and both towers fire shots down at him.
West Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Hit
Damage: 1d8 ⇒ 2
East Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Miss.
Perception West Ground: 1d20 ⇒ 12
Perception East Ground: 1d20 ⇒ 2
Ground thugs draw their bows. One can't get a clean shot due to the wagon, but still fires at Fren who has cover.
West Ground Attack: 1d20 - 2 ⇒ (4) - 2 = 2
The arrow flies wide.
East Ground Attack: 1d20 + 2 ⇒ (19) + 2 = 21
The Arrow Strikes the dwarf
Damage: 1d8 ⇒ 5
As the arrows strike, the Sun rises lighting up the entire area.
Party is Up.
Fren has taken 7 Damage (I will use his Cure Light Wounds this round on him, so don't worry)
You may close and attack, the river is not passable unless you can pass a Swim Check DC 10, or you can cross the stone pathway the one Thug is currently guarding. The towers are 20 Feet up, please keep that in mind for range.
Once Darvan goes, I'll post the next round of actions.
| Darvan Jullies |
Wow, they're well trained. Especially for bandits.
Is there no cover for being behind a bunch of trees? I imagine it would at least provide partial cover if you just try to whip an axe through the forest. Also throwing axes only have a range of 10 so she should be taking ranged penalties.
What weapons and armor does she have on her?
P33J
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First of all, you tricked 4 bandits into following a stick that you broke off and threw while they were looking at you without so much as a bluff roll. I'm being generous :D. Second, you're right there is a range increment, but no cover and here's why. Range for the Throwing axe is 10 feet, she would take a -2 for throwing at 15 feet, so I'll need to subtract 2 from the roll. Also, I need to subtract 2 from the roll, because her Dex is 2 less than her strength, so she takes a -4 total to the roll, that still hits your AC. You're not getting cover, because I'm not treating your movement as going through difficult terrain. When stealthed, you get to move at half speed without penalty. If you were moving through cover, the terrain would be rough, reducing your speed by half again, round down due to Pathfinder rules and you've got a movement speed of 5 while stealthing. I decided to not penalize you for the terrain, but I'm also not going to penalize her for the terrain either. So the penalty to her attack becomes a total of -4, putting her total roll at 20, which hits your AC on the button.
| Darvan Jullies |
Makes sense, fair enough. Still need to know what kind of armor and weapons she's rocking though, I'm not sure if I want to close the distance yet.
| Darvan Jullies |
Yeah I just needed to know how she's doing on ranged weapons. A lot of people make the mistake of only carrying one throwing weapon.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Darvan grunts. "Fine, yer own bloody funeral!" He makes sure he shouts this loud enough for the others to hear him. He moves forward, chopping at the woman.
Attack: 1d20 + 5 - 4 - 2 ⇒ (18) + 5 - 4 - 2 = 17
Damage: 2d6 + 6 + 2 ⇒ (5, 3) + 6 + 2 = 16
Good thing I rolled well. Moving up and swinging at her with power attack and I'm fighting defensively. Current AC is 22.
P33J
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Darvan stands his ground and swings back. The blow strikes true, battering her.
You were one point away from having that Battered condition lol. Also, whats your other -2 for. I've got -4 for fighting defensively and -1 for power attack, what's the other -1 for?
Fren casts cure light wounds and draws his crosbow.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Kern, Kyra and Brok, go in any order you desire.
| Kyra Lightstep |
Kyra sighs as she hears the boom, then curses as arrows rain down, striking Fren.
"Blast it! Has Darvan killed another one before anyone else had a chance to act? I swear, we're going to have to talk to him about leaving some for others."
Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
She turns to the others.
"One of you deal with the sniper. I'm taking the guy on the bridge."
She hefts her shield, unsheaths her sword, takes three breaths... and then charges, intending to attack the guy at the end of her charge.
"By the grace of the gods! DOOM HAS COME UPON YOU!"
Intimidate: 1d20 + 4 ⇒ (7) + 4 = 11
She’s pretty much just moving toward the guy. Moving her token…
| Kern Therensgard |
Perception: 1d20 + 0 ⇒ (4) + 0 = 4
Sense Motive: 1d20 + 0 ⇒ (15) + 0 = 15
What the hell is he doing way over there? So much for any kind of reasonable plan. Defense first, then.
Kern moves forward and casts Shield (Using Bonded Staff).
Brok Thunderhams
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Brok shrugs as he brings out his bow.
"Ambush? First Darvan then Kyra. Do they not know what is an Ambush? Rousing the camp and then annoucing our presence with a battle cry............"
Sigh Ducking arrows, Brok begins to return fire.
Long bow shooting. 1d20 + 2 ⇒ (6) + 2 = 81d8 ⇒ 6
Terible rolls
P33J
|
Round 2
Darvan seriously injured our lovely Bandit leader, but her lackeys are fine. They draw shortswords and rush at him. The first one arrives and seems to ready himself. The other two push their range to the limit to get close to Kessel.
Kessel takes a 5-foot step back and uses a standard action to remove a vial.
"Don't kill him," she grunts. "I want to take my time with him."
East Tower Fires at the on rushing Paladin.
1d20 + 4 ⇒ (18) + 4 = 22 Hit
1d8 ⇒ 5 Kyra takes 5 damage.
East Tower Replacement fires from behind the logs at Kyra
1d20 + 2 ⇒ (19) + 2 = 21
1d8 ⇒ 3 Kyra takes 3 damage for a total of 8. The other Thug rushes full-round to support the archer behind the tree.
The West Tower Archer decides to fire down at Kern.
1d20 + 4 ⇒ (7) + 4 = 11 Miss
And the Archer who is shaken fires at Kyra blindly hoping she'll die.
1d20 ⇒ 12 Miss
Party is up.
Fren will move close to Kyra and use Channel Positive Energy.
1d6 ⇒ 3 Kyra gets three back.
Party is up.
Kyra is down 5 hit points. Her foe is shaken until the end of her turn.
| Darvan Jullies |
DM, what are the chances I could use the woods with my survival skill as an escape tactic? Like purposely going hard routes, leaping over logs, trying to smack them with branches as they followed, etc? I might be able to win if this was just a bunch of mooks, but that chick hits hard.
| Darvan Jullies |
Screw it. I'll make a stealth with whatever huge penalties I'll get for just using a move action.
Darvan begins to admit he can't win this fight, beginning to back off and slip into the shadows. However, he just can't let go that the woman might get away alive so he draws a chakram, slowing his pace and whipping his body around in a powerful arc to give her a parting shot.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Edit:
Confirm: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
DAYYYYYYUM. I should just stick to throwing chakrams!
| Kern Therensgard |
Perception: 1d20 + 0 ⇒ (20) + 0 = 20
Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11
Kern fires off a Magic Missile at the archer in the West Tower (Damage: 1d4 + 1 ⇒ (3) + 1 = 4, Trip attempt - Success vs. CMD: 1d20 + 5 ⇒ (4) + 5 = 9 - alas, likely failure) and move forward to put himself in melee range of the archer on the rocks.
P33J
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The chakram buries itself into the skull of Kessel. She staggers back for a few moments, before the blood and pink matter of her skull start to escape the wound. She falls to her knees, the vial of cure light wounds in her hand hitting the ground beside her.
A small gurgle escapes her mouth before she falls flat on her face.
Stabilize DC 24: 1d20 + 2 ⇒ (14) + 2 = 16 And dies.
The guards look shocked at what just happened, but steel themselves.
Kyra and Brok, then the guards.
Thug 2 Resolve: 1d20 ⇒ 7
Thug 3 Resolve: 1d20 ⇒ 17
Brok Thunderhams
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Perception 1d20 + 8 ⇒ (4) + 8 = 12
Sense Motive 1d20 + 1 ⇒ (4) + 1 = 5
Bluff w/Brigand. I have the same bonues for Intimidate as well. 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18
Brok shrugs, not able to view anything and hearing sounds of battle.
Stepping out, he pitches his voice and calls out towards the camp, hoping that Darvan is still alive.
Here goes nothing. He thinks, taking a gamble.
"With authority invested in us, I call upon your surrender or face execution. My most skilled killer is already inside and is ready to slaughter all of you should you resist. Surrender and live or fight and die. Mercy will granted to those who give oaths to us."
| Kyra Lightstep |
Perception: 1d20 ⇒ 11
Sense Motive: 1d20 ⇒ 16
Kyra winces as she gets hit with arrows and curses her own stupidity, then moves up to engage the man on the stones, sword ready. She doesn't hesitate upon arriving, or offer mercy; she simply swings the sword at him.
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Intimidate: 1d20 + 2 ⇒ (20) + 2 = 22
"Surrender and I won't harm you."
And then she hears Brok's shouting.
And now we're relying on technicalities. May the gods have mercy upon us all.
| Darvan Jullies |
And now we're relying on technicalities. May the gods have mercy upon us all.
Welcome to why we all hate paladins :D
nightdeath
|
Perception: 1d20+0
Sense Motive: 1d20+0'may' be granted, dammit. May. I am getting tired of these blanket declarations of mercy.
Bluff. Kern. Bluff. Don't misunderstand. I'm afraid if I say 'may' those bandits will fill us up with arrows.
| Kyra Lightstep |
Kyra Lightstep wrote:And now we're relying on technicalities. May the gods have mercy upon us all.Welcome to why we all hate paladins :D
I think the funny part is that she called it on Darvan downing Kessel before it even happened :D
P33J
|
Round 3
Brok, You're not close enough to affect anyone with intimidate. They'll take your offer under consideration lol.
One of the guards near Darvan flees in fear of the Chakram Killer.
The other two shout at him: "Coward!" and begin circling Darvan.
Thug 1 steps up and takes a false swipe at Darvan to distract him, while his comrade steps around to flank.
Thug 1 Aid Another Attack: 1d20 + 2 ⇒ (8) + 2 = 10 Success.
Thug 2 attacks! Flank +2, Aid Another +2, BAB +2
Thug 2: 1d20 + 6 ⇒ (11) + 6 = 17 Swing and a miss.
East Tower Sniper Fires down at Kyra
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 Miss
The thug at the water front attacks with his short sword.
1d20 + 2 ⇒ (13) + 2 = 15 Miss.
Five foot steps back.
Two archers by the trees fire at Kyra.
1d20 + 2 ⇒ (14) + 2 = 16 Miss
1d20 + 2 ⇒ (15) + 2 = 17 Miss
The Western Tower Fires down at Kern
1d20 + 4 ⇒ (16) + 4 = 20
Hit.
1d8 ⇒ 8
Kern drops to -1.
Thugs are done. Party is up.
Fren Steps forward and channels again.
1d6 ⇒ 4
Kern is awake and at 3 HP.
Kyra is at 9 HP
Darvan is at 5 HP
Thug 3 has fled.
Thugs 1, 2 and 4 are fine.
West Tower is at -4 of his total
East Tower is fine
East and West Replacements have taken no damage.
Party is up.