
Quinn Kestrel |

yea, the non-posting notification has been happening for me recently as well, started just checking threads regardless of notification
Quinn watches as Zeno barrel rolls and dives back towards the group. Loading his crossbow, Quinn takes aim at the closest future blackbird pie and waits for it to enter his range.
crossbow upon future meat pie: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 1d8 ⇒ 1
(dude, will I ever exceed a 1 on half my rolls?)

Quinn Kestrel |

Quinn steps next to Hektir and does his best to imitate the trackers intimidating prowess with a spit of derision. "Silly blackbirds, threatening Zeno like that, I say we start taking a pie collection. Nadya, my sympathy for living beside such bullies, we'll butcher these fools and make sure you and your village can live free of oppression. Come on boys and girls, let's storm that tower, those witchy menaces are about to reap what they sowed!"

Hektir the Tracksmage |

Hektir looks at Quinn.
About time he started acting like a man.
"Storming the tower sounds fine. Even also so does climbing the walls. But first, I might want to talk my way in. We still got them uniforms? Let's suit up, those that want to, and Pems...Pems, you're a witch now, right? You can do witchy stuff to make them believe you're one of them."
Hektir spits, confident in the halfling's ability to be a witch. He puts on one of the uniforms, hands one to Tsin, and other to Quinn.
If you want to do this Pems, lead on. I'm quite sure you witchy (and Mal) types don't wear uniforms.

Malavarius King |

After hyperventilating for a half a minute, Zeno flips up one side of Malavarius' hat then hops underneath.
"Zeno! Come out of there, you!"
"No!"
"If you're afraid of the crows, they turned back some time ago."
"It doesn't matter! I'm staying in here!"
"Bah. Have it your way, Zeno."
Malavarius, done arguing with Zeno, looks to the others. "Right! Now then, what is it we're doing again? I say, did any of you notice that great big tower over there? Hektir, lad, why are you taking off your pants?"
Reminder: the guards in the village didn't have snowshoes, so authentic disguises won't have them either.

Hektir the Tracksmage |

Hektir shoots a look at Mal.
"I don't give a rabbit's poop about snowshoes. Maybe we're better and smarter than the rest of them," Hektir says, turning his attention to Pems, his large muscly finger jabbing the air near the halfling.
"You're a witch, right? Well, get us in. I'll follow along, you'll see. We'll back you up on your witchiness."
Hektir begins to suit up.

Tsin Windscar |

Tsin does her best to drape the guard's uniform over her Cloak, not interested in losing her protections against the cold. She unstraps the snowshoes, and tries to secure them under her backpack.
"Don't mind them, Pems. They may be thinking that your condition is enough for a sentient door to open to us all. Unlikely as it is, you'll need only lead to find out."

Quinn Kestrel |

Quinn dons the guard suit, ready to assault the tower. "Let's get them, and not just for ruining our summer or attacking a lady's caravan, but for Nadya and her children. Hmmm, maybe we should be careful about being too bold, the witches already use the child as leverage and they'll do so again if they think it will help them."

Malavarius King |

I'd be willing to wait up to an hour. Not knowing how ready the tower might be to send out a response team. If nothing's left by that point I'd think it'd be safe to assume noone would be sent out at all. If anyone thinks an hour is excessive though, I'd be fine with moving sooner than that if nothing happens in the interim.

Tsin Windscar |

An hour seems a sufficient time.
Tsin keeps her hands within the Cloak, kneading the muscles, keeping them free from spasm or cramp. Keeping them ready.
"We meet the troll first, is that correct?"

Quinn Kestrel |

Quinn pretends to have the old man in custody, at least as much as he would imagine such an event occurring, really they just stumble through the snow side by side.
perform, acting: 1d20 + 3 ⇒ (9) + 3 = 12

motteditor RPG Superstar 2012 Top 16 |

The birds soon find you, but your ruse seems to be enough to fool them, as they merely circle over your head for a few minutes before flying back to the tower.
You make your way there through the snow, until in short order you're standing before the massive structure.
You can give me Bluff checks to try to get in. +5 for using the guards' equipment.

Pemsworth Smith, Esq. |

"LAD?!? Do not let my stature fool you, knave! I have business with your mistress! She will not grant honors for delaying Boris Abumakov, who is envoy from the Sultan Gergorovitch! Besides," He adds in a calmer voice, "My guard has apprehended a known enemy of your mistress, spying on the tower not far from here. Now let my party in! I am weary from the road and desire repast!"
Bluff: 1d20 + 6 ⇒ (5) + 6 = 11

Pemsworth Smith, Esq. |
1 person marked this as a favorite. |

"OF COURSE YOU DO NOT KNOW WHO I AM! Do you think your Mistress checks her social schedule with her guards?!? Perhaps she asks your opinion on what she is to wear, what she is to eat?!? OPEN THE GATE or you shall know your mistress' wrath, knave!"
Bluff, Bluff, Bluff the Guard!: 1d20 + 6 ⇒ (18) + 6 = 24

motteditor RPG Superstar 2012 Top 16 |

There are a few moments of silence, but then the wall of ice seems to suddenly fade as you see a portcullis rising inside. Entering, you see three guards on the battlements looking down toward you.
A massive ice sculpture of a dragon dominates the open courtyard, standing with raised wings upon a dais of solid ice. Seven squat shacks sit along the inner wall, with several dogsleds stored outside. Between them, four ice chutes descend from the battlements of the outer wall. To the west, large double doors studded with icicles lead inside the Pale Tower itself, just beneath an overhang of sharp icicles dangling from above.
"Wait here," one of the guards says. "We'll go let Radosek know you're here."
He slips down one of the chutes and begins moving toward the inner gate.
Have to head off to work early today, so no map until tomorrow; sorry.

Malavarius King |

Since nobody begged for a protection from arrows, I'm going to arbitrarily pick Quinn, Pemsworth, and Malavarius himself as recipients of the spell.
Gain DR 10/magic from projectiles for 3 hours or until 30 points are negated, whichever comes first
Malavarius looks about the courtyard, "Well this is a frightfully chilly place, isn't it?"
Mott, is the inner gate within 130 feet of us by any chance?
HP: 19/22
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [X], hold portal [ ], hydraulic push [ ], protection from evil* [ ] [ ], snapdragon fireworks [X]
Level 2 Prepared (1+2+1): protection from arrows [X] [X] [X], spontaneous immolation [ ]
Protective Ward used: 2/8
Scorching Ray charges used: 12/42
Ongoing Effects:
protection from arrows: 0/30, 2 hours, 50ish minutes remaining

Malavarius King |

A twinkle appears in Malavarius' eye and he calls out to the retreating guard, "I say, young man, I haven't understood a word you've said so far, but I'm rather sure we aren't finished addressing you yet." The old wizard intones a spell and he chuckles as the inner gate snaps shut in front of the guard's face, held fast (for a short while at least) by Malavarius' magic.
"I suppose this is the part where everyone gets angry and mean, eh? Ah well. It was bound to happen sooner or later, I suppose." Malavarius makes sure he's inbetween all his beefier, more armored allies as he produces a wand from his sleeve.
HP: 19/22
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [X], hold portal [X], hydraulic push [ ], protection from evil* [ ] [ ], snapdragon fireworks [X]
Level 2 Prepared (1+2+1): protection from arrows [X] [X] [X], spontaneous immolation [ ]
Protective Ward used: 2/8
Scorching Ray charges used: 12/42
Ongoing Effects:
protection from arrows: 0/30, 2 hours, 50ish minutes remaining

motteditor RPG Superstar 2012 Top 16 |

The guard yells as the gates slam shut, and they reach for their weapons!
"BORDEGGA!" one of them yells.
And with that, I'd say we're definitely into initiative
Hektir: 1d20 + 4 ⇒ (15) + 4 = 19
Malavarius: 1d20 + 1 ⇒ (10) + 1 = 11
Pemsworth: 1d20 + 4 ⇒ (12) + 4 = 16
Quinn: 1d20 + 3 ⇒ (1) + 3 = 4
Tsin: 1d20 + 2 ⇒ (13) + 2 = 15
Antagonist: 1d20 + 1 ⇒ (12) + 1 = 13
Antagonist: 1d20 + 4 ⇒ (15) + 4 = 19
Nadya: 1d20 + 2 ⇒ (8) + 2 = 10
I've decided when there's multiple enemies, I'm going to average their initiatives and have them go at the same time. So Hektir and Pems are up for the Round 1/2; then the antagonists will go at the top of Round 1.

Hektir the Tracksmage |

Round 1, Init 19
Hektir spits and prepares to follow orders. He draws his sword as he moves to the left of the topmost guard and gives him a flatfooted whack.
1d20 + 6 ⇒ (11) + 6 = 17 to hit;
1d6 + 4 ⇒ (6) + 4 = 10 damage.
"You messed with nature. You messed with me."