
Araden the Wanderer |

Earlier at the cliff face
As the others start looking around, Araden also dismounts and begins searching the area, examining the tracks, while Titan goes off to graze.
Survival: 1d20 - 1 ⇒ (12) - 1 = 11
Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Titan's Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Araden isn't able to figure out much of anything from the tracks, but when he goes over to Titan, the horse whickers and stamps the ground. Araden looks to where the hoof hits and sees a few small metal curiosities, a pair of which are glowing. Shrugging, he pockets them and mounts up.
Now
Araden looks around from Titan's back. "Sure is a pretty view, huh?"
Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Titan's Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Anyone more perceptive than Araden might realize at this point that Titan has kept his master alive this long...

DM Bloodgargler |

As the trail begins to slope downward again, the terrain to the north becomes hilly grasslands. To the south there is a break in the mountain range which allows a clear view of the sands on the distant horizon. The khaki color of sandstone is gone. Most of the outcroppings of rock are grey, though still layered stone - like poorly stacked books. The dominant colors of arid canyon-type foliage remain the same sage green.
Zazz and Calvarot spot a concealed, but well-trodden animal trail heading south. You can see the first dozen feet or so of it - winding uphill through the brush and bushy saplings.
The north end of a pass through the mountain range is coming up. The south end of it leads to the "shanty town" Nephyx - people of different tribes who have emigrated from the steppes of the now-inhospitable south. Most of its population seen in the "outside world" are either goatherders and hunters.

Calvarot Tohgren |

Aight. I'll never milk stuff like that for advantages/metagame, but I figured this time it made sense.
After Zazz speaks, Calvarot spits.
"And at the end of the trail lies a settlement. Nephyx. We could rest there, or not. I have no care for going to that town."

DM Bloodgargler |

A few hundred feet further, you reach the pass leading to Nephyx mentioned by Calvarot. As you come to the crossroads, you see a few wild dogs sniffing around a charred wagon smashed against a 15' high outcropping of rock. They do not immediately act as if they've noticed you... and are likely not much of a threat.
The charred wagon is certainly the more troubling sight.. if not immediate concern.
While you might assume this is what Titan had sensed, he/she(?) still seems distracted.

Zazz the Clockwork Juggler |

"Well that doesn't look good.. You see anyone? We should be careful of around these rocks. Looks like it might be some hiding spots. Maybe some of us should circle around while the others scare off the dogs. "
Perception to see any bodies from here: 1d20 + 5 ⇒ (1) + 5 = 6
I'm as blind as I can be. oh dear. Maybe I'm scared of dogs hah

Tomin Mesor |

"Ooh, free stuff. I mean, um, we should go see if anyone is hurt."
Tomin will walk forward slowly as not to spook the dogs, speaking calming words and attempting to keep them at bay. (Move to DD10)
wild empathy: 1d20 + 3 ⇒ (9) + 3 = 12
As he gets closer he will also survey the area.
perception: 1d20 + 4 ⇒ (3) + 4 = 7

Mayze |

Sorry I've been quiet, got hung up on some real life stuff and been having a hell of a time with the net where I'm staying. If I have any more issues I'll just get used to posting from my phone till I go home on the 20th.
Mayze will move forward with Tomin, though keeping a little distance and letting the man do his thing, (Move to HH 11) all the while scanning the large rock formation the wreckage is near for signs of an ambush. Bow is out and ready (arrow nocked but not pulled back yet). Hearing Zazz's idea she'll begin to move down and further out (This is likely her next action, but after Zazz speaks she'll head toward LL44 to try and see if she can spy anyone hiding behind either the large formation or the greyish stone ontop of it-D29)
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 if necessary.

Zazz the Clockwork Juggler |

Upon seeing Mayze moving to en circle to the right. After anyone else who hasn't done an action since I spent one talking Zazz well head towards the rock structures, and attempt to stealthfully search the area in case there are any others in the grass or around the rock.
How big are the rocks on the left side of the map?
Drawing a Gear wheel in right and Cog in the left. Heading towards W,2 with the intention to circle around in between the rocks and check the grass and rock shadows. But only have 30ft of movement per round. So I'll only get so far per round. But standing order for Zazz until something large scale occurs. Etc.
Stealthish attempt heading towards the rocks: 1d20 + 7 ⇒ (7) + 7 = 14

Araden the Wanderer |

"What's the matter, boy?" Araden pats his horse's cheek a few times and looks around as he draws his gun. Gathering the reigns in his other hand, he trots Titan forward behind the others, keeping an eye out despite his lack of... capability. He focuses mainly on the dogs ahead, hoping to be ready if they attack the group.
Perception: 1d20 - 1 ⇒ (16) - 1 = 15

DM Bloodgargler |

The wild dogs turn toward Tomin - one starts the "pre-growl" low rumble. Now turned, they see the numbers against them... and slowly strafe south. They pause as if to see what will happen next. As they move from the wagon, the dead dog mentioned by Draught is visible. Those watching the encounter unfold notice a couple arrows with off-white fletching in the dead dog's side.
As Mayze makes her way up the incline of the path past the crossroads...
(H,28) to (H,31)
ph2: 1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 8 ⇒ (4) + 8 = 12

Zazz the Clockwork Juggler |

Zazz will start looping around the right side of the rock. Still attempting his version of being stealthy and still attempting to look for any signs of anything. Leaving the dogs and such to the group-Thinking to himself; Rather prefer not to have to kill innocent (ish) dogs unless he has to-remebering a troup pet fairly fondly-for an android.
Looks like he'll get roughly to W,5 this round. Almost forgot stealth movement is slow~ half speed.

DM Bloodgargler |

Though it is possible for them to see you from this distance (where you are when you see them), they do not show any signs of having spotted you.
(You may roll stealth if you wish to keep watching - for more details as they get closer) Most of the map area will be hidden from their view until they are right up on you - except west of the wagon rut marks on the supply route trail. (aa-uu,39) to (Y-uu,45) bottom right corner.
The dogs continue backing away then turn and scamper off to the south.
"Ahem." A woman stands from hiding in the weeds beyond Zazz - likely just a moment from being spotted. "I'm hopin by what you said..." she nods to Tomin, ".. you all are decent enough folk. Could be a reward in it for ya, if ya get me back to Okorn." She is wearing a blue-grey Okorn Militia poncho... one leg is lashed to a splint. She leans on a rock, and shoulders her bow.
She then checks the visible horizons. "Either way, don't wanna hang around here too long. Think those vicious freaks are still out looking for me."
She musters a weak, almost apologetic smile. "Name's Dwidney"

Zwordsman |
Zazz will stand up-assuming he was pretty well spotted by her revealing herself.
"Ah good Dwidney, Well met. You are injured. How badly? Freaks? I assume they caused that?" Zazz points at the smoldering "Is there anyone else around here? "
It's safe to assume that we're allowed to mention our mission to rescuees correct? Just no one from the city was suppose to be told Assuming she is the Dwidney. Nor in the info list was anything like a pass phrase ?

Calvarot Tohgren |

Calvarot likes the sound of more coin, and isn't worried at all about any of the threats these lands have to offer.
"If you have sufficient pay we can guard you back to Okorn, but we have a job out here to do before that happens. You can ride along, but if you become dead weight we will leave you behind. What coin you got?"
Calvarot sees a body and potential resources. But bodies can die.

Araden the Wanderer |
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Araden trots Titan over to Zazz and arrives in time to see the woman coming out, and as he sees her wounded leg and Okorn colors, he eases his revolver back into its holster. Folks oughta know better than to hide in the bushes like that. Like to get themselves shot.
After the woman introduces herself, Araden dismounts and walks over to her with his horse. He gives a look to Calvarot--What crawled up his ass and died?--but focuses on the new arrival. "Long days and pleasant nights, Dwidney. I'm Araden, this here's Titan, and it looks like we'll be getting acquainted for a bit. He doesn't like most folks other than myself to ride him without me." The gunslinger gives an apologetic grin and offers to help the woman onto the horse's back. "But what vicious freaks are you talking about, ma'am? Bandits of some kind?"

DM Bloodgargler |

Correct. She knows things didn't go well ;)
She explains the situation and her freak reference - responding to Zazz and Draught "We were attacked by... barbarians. Nasty ones... one of 'em threw fire like nothing I've seen. We were on our way back to Okorn... I was scouting ahead as usual. They came up on us from behind. Everyone else is dead, and they got the shipment... most of it anyway - what didn't burn up."
"I circled back here to see what scraps might be left before trying to hobble back. Was a dog here. Shot it, then all his mangy little buddies came along - right before you all showed up.
She takes Calvarot's words in stride. "Well I guess I can't put a number on what Lachlan'll accommodate you with. If you're on a job already I won't pester ya. Sweet of ya to offer me to come along with ya, sir."
"Much obliged 'spector." ...apparently assuming Araden is a prospector from his trappings. "Good to meet ya, Titan." She begins gathering her gear.

Mayze |

"Bodies up on the rock," Mayze says and gestures to where she spotted the heaps. "And riders in bound." She adds facing back toward the direction the riders are coming from. She makes no attempt at stealth and keeps the bow ready. She stands ready until they get about 120' away, and if they haven't changed what they're doing she calls out for them to halt.

DM Bloodgargler |

The riders each have a few spears tucked in their saddles.
You can now see that the small sleds behind them are each carrying a kneeling rider with rifles. The sleds appear to be hovering just above the ground.
Each rider seems focused on scanning the terrain on their side of the path... until they get within 200 feet of your position, and spot you.
They quicken their pace.
The one on your right slides a lizard skull mask over his face, and holds his curved-blade polearm high. The other draws a spear, and switches his grip for hurling.
You have time to amend your actions if you wish. 2 rounds until they reach your current position at (LL,44)
Dwidney swallows hard at the mention of the bodies.
When Mayze says riders are inbound Dwidney drops her bit of gear and fumbles for her bow - certain trouble is on the way.
Captain Timney worries to himself... "Lets hope this does not come to bloodshed." as he scrambles for a defensive position.

Mayze |

"Riders look more'n'little barbaric, an'more 'portantly hostile." Mayze calls over her shoulder as the horses pick up their pace. "Answerin' in kind." She waits a second for any of her companions to call a halt, and then fires at the spear wielding rider's horse.
Free Action: Speaking, if possible she'll spend another free action to activate Archaeologist's Luck (if so add 2 to her attack and damage below, if not numbers are correct).
Standard Action: Attack with mwk comp long bow, targeting horse.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16 -2 for being in the second range increment.
+4 Dex, +1 Enhancement, +2 Spirit
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
+2 Str, +2 Spirit

DM Bloodgargler |

Zazz - Some time (maybe 30-40 seconds) has passed since the wild dogs ran off. I figure most have gathered somewhat near the center. You may be where you wish when the inbound riders arrive. Timney is moving to about where you were on last map.
EDIT: Here are your positions when Mayze says riders inbound. You have 2 or 3 rounds before they reach the map.
>map<

Zazz the Clockwork Juggler |

"Dwindey. If you think your too hurt for a fight, go with the Captain'. Otherwise becareful."
Zazz looks at his comrades"I"ll follow your lead. Take the fight to them or lead them to us."
I'll move to follow suit with the more combat experienced fellows- who have proven themselves more knowledgable about it.

Calvarot Tohgren |

Perception Check: 1d20 + 4 ⇒ (12) + 4 = 16
To Identify the seen bodies, characteristics, to size them up and figure out the most efficient tactics. Also to actually see them in general.
Calvarot scans the hills before the group, where Mayze pointed out, and readies his polearm blade. He growls like a dire hound.
Let's go.

Tomin Mesor |

Tomin will double move to U35. He will then cast guidance on himself and stealth on the second turn.
stealth: 1d20 + 6 ⇒ (9) + 6 = 15
From there, he waits until they arrive.

Araden the Wanderer |

Araden helps Dwidney onto Titan's back and whispers into the horse's ear as he pats its cheek, assuring the beast that she's okay to ride. He then slides the musket from its sheath and checks to make sure it's loaded. Lining up with the others, the gunslinger lies down on the ground and begins muttering to himself.
"I do not aim with my hand. He who aims with his hand has forgotten the face of his father. I aim with my eye. I do not shoot with my hand. He who shoots with his hand has forgotten the face of his father. I shoot with my mind. I do not kill with my gun. He who kills with his gun has forgotten the face of his father. I kill with my heart."
He then opens his eyes with a grin and readies to pull the trigger of his gun. [ooc]Being wherever is most convenient, seems like a good spot, etc. Maybe not quite in line with the frontline fighters, but close behind them, so he can get in a good shot when the riders come in.

Zazz the Clockwork Juggler |

Seeing the more experienced combatants moving into place. Zazz Figures his spot out and moves forward following their battle hardened lead
2nd round (after buffing myself or Dwindey, depending on her choice) Assuming the rocks look easy to climb like the rocks near the grass, and high enough to conceal for a stealth roll.
I'll move and attempt to climb to R,34 and stealth. and wait for the arrival to act.
If I fail the climb check or the ledge appears more difficult or too low to properly hide up there. then if time available run to cc,34 and stealth If climb and hide rolls:
climb check: 1d20 + 1 ⇒ (9) + 1 = 10 stealth check: 1d20 + 7 ⇒ (2) + 7 = 9
edit: interesting.. when I previewed stealth it was a different number(15), it changed after I wrote in the climb check and submitted.. Good to remember to write out all things at once before testing my forum command lines I guess

DM Bloodgargler |

Calvarot sees the riders approach as Mayze raises her bow, and the others post up between rock and rise.
Two riders in piecemeal leather and hide (clearly crafted to look fierce) are fast approaching.
A bald wild-bearded man with a painted face, and blades on his shoulders like sharkfins .. holds one of his spears ready to hurl.
The other wears a lizard skull helm, a mullet of loosely braided hair, and holds a polearm with a scimitar-like blade.
Both horses are lightly protected by the strips of hide which hold primitive tribal tidbits of bone and crafted trinkets.
Two small sleds (each with a crouched rider) are tethered to the horses, and trail behind - hovering a foot above the ground. The sled-men are holding bayoneted rifles - barrel up at the moment with no clear shot.
Mayze's arrow strikes the chest of the spear-wielder's horse. It falters slightly, and its rider is forced to focus on recovering. The rifleman on the trailing sled drags the butt of his rifle on the ground to keep from swinging too wide.
Riders are 100' from Mayze at end of their turn, and 120' from Calvarot. I'll continue in a bit, and update map.

Draught |

Yeah, the d20 rolls will always stay in the same "spot" in the post, so your first d20 roll will stay as the first one even if you add a "new" roll before that one. It can sometimes allow for some cheese with people juggling which roll is which based on the numbers, but it also keeps you from being able to preview the post and say "ooh, low roll, let me just cancel that post and try again."

DM Bloodgargler |

Calvarot growls at Mayze - half drill sergeant, half stern tutor... neither half pleasant. "Don't get yourself trampled. Get behind me...."
Seeing the riders both wielding their weapons in hands opposite each other, he steps to the center of their path. "Here. Make one throw cross-mount... and other strike with weak hand .. too near his ally."
End of current round
Calvarot moved
Now up: Mayze
Round 1
Araden, Calv, Tomin
Enemies reach map
Draught, Mayze, Zazz
Araden: 1d20 + 4 ⇒ (18) + 4 = 22
Calv: 1d20 + 2 ⇒ (14) + 2 = 16
Draught: 1d20 + 3 ⇒ (4) + 3 = 7
Mayze: 1d20 + 4 ⇒ (3) + 4 = 7
Tomin: 1d20 + 2 ⇒ (16) + 2 = 18
Zazz: 1d20 + 3 ⇒ (5) + 3 = 8
allies: 1d20 + 2 ⇒ (16) + 2 = 18
enemies: 1d20 + 3 ⇒ (7) + 3 = 10

Araden the Wanderer |

Araden continues to hold, waiting until a rider comes close enough, and fires once they're within range of his musket.
Readied Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d12 ⇒ 7

DM Bloodgargler |
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Mayze waits until the riders come closer, then moves behind Calvarot.
Calvarot begins swinging his bardiche as the wild-bearded rider hurls his spear into his side.
The two sled-riding rifleman fire their weapons. The spikes launch with a slim cord trailing. One spike buries into Calvarot's stomach.
Calvarot slashes at the spearthrower's horse, and continues his sweeping arc into the other skull-helmed rider as he passes.
The bald wild-bearded rider is thrown from his saddle. The sledriding rifleman unhitches his tether too late... The mortally gashed horse topples over the edge of the rise, and takes him over as well. The body of the horse slams hard onto the ground in front of those lying in wait. The rifleman lands nearby a moment later... he picks up the small metal sled (which appeared to somewhat slow his fall), and begins to affix it to his forearm as a large shield.
Araden's musket cracks.
Your very presence catches the rifleman off-guard. His shoulder rocks back, and his hide armor is now blistered with black shot.
As the second (now heavily injured) mounted rider and rifleman continue, the grapnel cord threatens to yank (already glassy-eyed) Calvarot off his feet.
1d6 + 3 ⇒ (4) + 3 = 7
Calv vs Bald's horse: 1d20 + 7 ⇒ (16) + 7 = 23
1d10 + 9 ⇒ (2) + 9 = 11
Calv vs Skull rider: 1d20 + 7 ⇒ (19) + 7 = 26
1d10 + 9 ⇒ (8) + 9 = 17
sled rifle1 shot: 1d20 + 7 ⇒ (9) + 7 = 16
sled rifle2 shot: 1d20 + 7 ⇒ (15) + 7 = 22
1d8 + 6 ⇒ (8) + 6 = 14
bald rider ride check: 1d20 + 8 ⇒ (8) + 8 = 16
bald rider acro: 1d20 + 3 ⇒ (7) + 3 = 10
sled rifle1 acro: 1d20 + 6 ⇒ (2) + 6 = 8
fall damage: 1d6 ⇒ 4
fall damage: 1d6 ⇒ 4
Round 1
Now up: Tomin
Draught, Mayze, Zazz

Zazz the Clockwork Juggler |

Youch. I'll have to invest in stuff longer than 30ish range haha.
is the grapnel cord metal or something cutable looking?
Zazz seeing that the close enemy is in a bad way, rushes to provide aid to those above.
Run action (30ft x 4) to EE,26

DM Bloodgargler |

It looks like it could be made of metal - you can't easily tell either way from a distance.
The rifleman eyes Zazz running past him, and his hand drifts to the ax strapped to his back. He does not see Tomin launch toward him from beside the wreckage until the falchion is coming down on him. He falls... clearly dead.