ProfPotts' Blood of the Redwyrm PbP

Game Master Alexander Scott

Tales of the masters of subtlety!


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The Exchange

As Jaymin joins the scramble for cover, two more volleys of arrows fly from the old farm buildings up the hill. Luckily, with everyone fully behind cover, they clatter off the fieldstone wall, or thud harmlessly into the ground...

The Exchange

... and a completely out of place tumbleweed rolls across the scene...


Sorry. Waiting on Zurladew to yay or may Jaymin's plan.


ProfPotts wrote:
'Be on guard!' the ghostly woman hisses, even as she fades from sight, 'someone approaches...'

'Quick, over here..'

Beatrix tries to hide herself and Rebecca in any available cover.

Stealth 1d20=10 + 4 = 12

Sovereign Court

Male Gnome Sorceror 3

Zurladew tumbles off of Aydan's horse, where he lies inert for a moment while the last clattering of arrows dies down. Taking a deep breath, Zurladew casts a second Ghost Sound for the clanging of armour and the thunder of hooves, then a Silent Image of the horses and men. He takes a moment to peer between the illusions and the real men, nodding decisively. "Ready?," he asks his companions. "I'll stay here and maintain the illusions as long as they're useful - get out there, and best of luck, you foolish knights, you."

DC 17 to disbelieve the Silent Image, DC 16 to disbelieve Ghost Sound.

The Exchange

As Aydan finishes making his impromptu fire arrow, Zurladew summons up the sounds and images of more mounted knights... Since everyone (illusionary allies included) are behind the wall at the moment, there's no further archery vollies... yet...

Elsewhere...

Ducking herself and Rebecca into the shadows by one of the makeshift tables, Beatrix watches as a group of men cautiously make their way into the ruins - two of the white-skinned, blue-haired, muscular barbarians, and four of their Galtan mercenary allies. Each of the barbarians carries a two-handed axe, whilst two of the mercenaries are holding loaded heavy crossbows at the ready, one has a notched and worn longsword in hand, and the last is wielding a halberd. All look like they're tired and dirty from travelling - from the mud-spattered state of them, travelling through the moors - and Beatrix can't be sure if they're not part of the same group which got so close to catching them all at the border to Grimsmoor...

'Ah-ha!' exclaims the mercenary swordsman suddenly, as he reaches into a shadow with his free hand, and drags one of the twins into the light, kicking and screaming, by her hair, 'What have we here?'


Male Human Ranger 3

ranged atk1d20 + 6 ⇒ (12) + 6 = 18
dmg 1d8 ⇒ 5 +1d6 fire?? :D

"Alright Gentlemen, let's see if we can flush them out." sparking his flint over his makeshift torch, he knocks the flaming arrow to his bow, "now!" Wheeling up from the wall, Aydan aims for where he knows the attackers are and lets the arrow fly.

The Exchange

+1d6 damage? From an oily rag? Bwahahahahah! :)

More seriously - don't worry about it... if anything it's for potential effects, not damage (since you pretty much can't hit 'em anyway...).


ProfPotts wrote:

Ducking herself and Rebecca into the shadows by one of the makeshift tables, Beatrix watches as a group of men cautiously make their way into the ruins - two of the white-skinned, blue-haired, muscular barbarians, and four of their Galtan mercenary allies. Each of the barbarians carries a two-handed axe, whilst two of the mercenaries are holding loaded heavy crossbows at the ready, one has a notched and worn longsword in hand, and the last is wielding a halberd. All look like they're tired and dirty from travelling - from the mud-spattered state of them, travelling through the moors - and Beatrix can't be sure if they're not part of the same group which got so close to catching them all at the border to Grimsmoor...

'Ah-ha!' exclaims the mercenary swordsman suddenly, as he reaches into a shadow with his free hand, and drags one of the twins into the light, kicking and screaming, by her hair, 'What have we here?'

Beatrix clamps a hand over her mouth and tries to burrow deeper into her hiding place.

Sovereign Court

Male Gnome Sorceror 3

Zurladew readies his phantom horsemen to charge out when the real horsemen do. As Aydan stands and fires, he looks at the other two. "Are we ready?," he whispers.


"Almost," Jaymin says. He lays a hand on Garrett's shoulder, allowing healing energy to pass into the other knight.

Healing: 1d6 ⇒ 6

"I have a bit of that left, but should save it for more dire circumstances, I think. Just keep your head down and shield up as we cross."

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

"In just a moment, yes." Garrett says as he sets his shield aside long enough to begin casting a curative spell on himself...

The knight nods in thanks to his fellow knight... "I have few tricks of my own as well, my friend."

Spell Failure:1d100 ⇒ 78 01-35 fails
CLW:1d8 + 1 ⇒ (8) + 1 = 9

His spell completed, picks up his shield and readies to charge out when Jaymin is ready...

The Exchange

Okay, some stats to make sure everyone is on the same page: From the wall to the ruined farmhouse is about 800ft, but the farmhouse is on a small tor (hill) so the last 50 or so feet are uphill and classed as difficult terrain (no running or charging). 'Average' horses can run 250ft per turn, but Argos can only manage 200ft per turn, since he lacks the Run Feat horses usually take by default. So, a run across the open field will take the two average horses 3 turns, and Argos 4 turns. Getting up the hill will take 1 turn (50ft movement up double-cost terrain). Since there are several places along the wall you're starting at that are pretty low or fallen, there's no additional movement cost for actually crossing the wall when you start off.

If Zurladew isn't riding along with the others, he'll run out of range on his silent image a little over halfway to the farmhouse. If he hitchs a ride, he'll need a DC 11 concentration check per turn because of the vigorous motion to maintain concentration.

So... questions: I assume the idea is to start the charge as when Aydan fires his arrow (the PCs can time it right, if that's the plan) hoping that the flaming arrow at least distracts the enemy archers for a few seconds? Garrett and Jaymin are obviously charging, is Aydan charging too (he's dismounted when he fires, correct)? If so, he can catch up with Sir Garrett and Argos along the way (since Aydan's horse has the Run Feat) and hit the farmhouse on the same turn. Is Zurladew hitching a ride, and if so, with whom? Also, is Jaymin timing his charge to reach the farmhouse with Garrett, or is he happy to get there a turn earlier?

Also, those with Mounted Combat can make a Ride check for each turn of the charge to try to protect their horse. Plus - what actions are the riders taking as they charge? Total Defense seems the obvious option (although not for Zurladew if he's riding with the others and maintaing concentration on his spell, of course - although one assumes he'd be mounted behind a nice big meat shield in such an event anyway...).

Phew! Well... that's more rules-speak than I usually like, but I'd rather avoid nasty surprises when the characters are getting pelted for the next few turns...

Meanwhile...

As Beatrix tries her best to remain hidden, Lady Rebecca pushes past her and steps boldly into the light! Pointing an accusing finger towards the mercenary clutching the twin, she declares in the most authoritive voice she can manage,

'Unhand her! It's me you want!'

Although momentarily surprised, the mercenary swordsman does no such thing, maintaining his grip on the struggling twin as he exclaims,

'Another one! Someone grab her!'

The two mercenaries with the crossbows turn them towards Rebecca, and the halberdeer starts forwards... but one of the barbarians grabs the man by the shoulder and tosses him, ungently, aside,

'No-one touches the Chieftain's prize!' he declares, pointing towards Rebecca with his axe. The halberdeer spits and grumbles as he retrieves his weapon and gets back to his feet... and his fellow mercenaries join in with dark looks and unpleasant comments muttered under their breath... but the barbarians ignore them as the second one moves towards Lady Rebecca (aparantly they're allow to touch her...), and the one who spoke gestures to the chamber as a whole,

'Search it,' he commands the mercenaries, 'there may be more rabbits hiding in this hole...'

Sovereign Court

Male Gnome Sorceror 3

Zurladew takes a moment to size up the horses available to climb on. He rules out Argos almost immediately, remembering the ill-fated incident in the swamp, and takes another moment before deciding upon hiding behind Jaymin's plate-covered form. He scrambles up onto the horse uninvited, working to maintain the illusion he's created. "In case I need to provide some aid close-up," the jester says, in way of explanation. "If I'm jostled too much, the illusion may cease - but we'll worry about that if we come to it."


Since they can't get a technical RAW charge going, Sir Jaymin will content himself with staying back with Garrett, keeping his shield up to shelter himself and Zurladew.

Total defense: AC is now 26.
Ride checks to negate damage:
1d20 + 10 ⇒ (19) + 10 = 29
1d20 + 10 ⇒ (8) + 10 = 18
1d20 + 10 ⇒ (18) + 10 = 28

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

With Zurladew mounted aback Jaymin's steed, Garrett nods to his fellow knight as they begin to charge toward the farmhouse...

Total Defense, Shield Readied AC = 27
Ride Checks to negate Damage to Argos:
R1:1d20 + 6 ⇒ (8) + 6 = 14
R2:1d20 + 6 ⇒ (18) + 6 = 24
R3:1d20 + 6 ⇒ (16) + 6 = 22
R4:1d20 + 6 ⇒ (8) + 6 = 14


Oops, forgot one.

1d20 + 10 ⇒ (8) + 10 = 18

The Exchange

That'll cover the four rounds to the base of the hill - it's then another round to ride up it. I'll also need five rounds worth of concentration checks from Zurladew, and some idea of what he intends his illusionary army to be doing during the charge / run. Oh, and Aydan's actions, if possible... Don't worry, it'll all come together soon! :)

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

R5 Ride:1d20 + 6 ⇒ (8) + 6 = 14


Fifth ride: 1d20 + 10 ⇒ (20) + 10 = 30


Male Human Ranger 3

After firing his Arrow, Aydan turns and jumps back upon Cydwydd, kicking the horse to a full gallop after the two knights,

Ride checks to get him to the ruined Farmhouse on the hill (Which is where everyone is headed, yes?)

1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (12) + 6 = 18

Sovereign Court

Male Gnome Sorceror 3

Whelp, here goes nothing...

Clinging to the back of Jaymin's horse, Zurladew tries his best to maintain his concentration on the illusion, not the rising nausea the horse's motion is giving him.

A fistful of concentration checks...
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (7) + 7 = 14
Well crap.

The illusory knights keep pace with the party for a little over half the distance, mimicking the real knights, before Zurladew loses his focus riding over a particularly large bump. He literally leaves the seat of the saddle, landing heavily and cursing bitterly. The illusory knights flicker and vanish, and the gnome groans.


ProfPotts wrote:

As Beatrix tries her best to remain hidden, Lady Rebecca pushes past her and steps boldly into the light! Pointing an accusing finger towards the mercenary clutching the twin, she declares in the most authoritive voice she can manage,

'Unhand her! It's me you want!'

Although momentarily surprised, the mercenary swordsman does no such thing, maintaining his grip on the struggling twin as he exclaims,

'Another one! Someone grab her!'

The two mercenaries with the crossbows turn them towards Rebecca, and the halberdeer starts forwards... but one of the barbarians grabs the man by the shoulder and tosses him, ungently, aside,

'No-one touches the Chieftain's prize!' he declares, pointing towards Rebecca with his axe. The halberdeer spits and grumbles as he retrieves his weapon and gets back to his feet... and his fellow mercenaries join in with dark looks and unpleasant comments muttered under their breath... but the barbarians ignore them as the second one moves towards Lady Rebecca (aparantly they're allow to touch her...), and the one who spoke gestures to the chamber as a whole,

'Search it,' he commands the mercenaries, 'there may be more rabbits hiding in this hole...'

Beatrix casts Charm Person on the more excitable looking of the barbarians

Beatrix casts a hasty spell, hoping her intuition of the group's social dynamic is correct.

Sense Motive : 1d20 = 11 + 4 = 15

What is the quickest way to start a fight?

The Exchange

As Jayman and Garrett attend to the latter's wounds, Aydan prepares and notches an improvised fire arrow, and Zurladew calls forth the neighs, snorts, and winnies of horses, the stomping of hooves, the chink of harness and arms, and the muttering of mounted men ready for battle. In a few moments of hasty preparation the plan is formed and ready - Zurladew brings forth the image of a full fourteen Redwyrm knights from the mists, as Aydan bends his bow and shoots, and the knights prepare for the charge across the open ground between them and their quarry...

Zurladew scrambles up behind Sir Jaymin, concentration etched on the gnome's brow as he does so, and the knights - both real and phantom - spring over the wall in the very appearance of a massed charge!

In the first few seconds of the charge, moments after Aydan's blazing arrow falls somewhere inside the fieldstone walls of the ruined farm buildings atop the tor, the half dozen enemy archers peek out of cover just enough to begin letting loose a storm of arrows... arrows which, thankfully, rain down amongst Zurladew's illusions, but fail to target the real horses or their riders...

The vollies of arrows continue as Garrett and Jaymin are joined by Aydan in their charge... Three arrows come dangerously close to hitting Sir Garrett (seriously - all random rolls and out of 17 potential targets Garrett came up three times out of twelve that round...) - one deflects off his raised shield, another glances harmlessly from his armour, and for the third he manages to pull Argos's path to one side, the shaft of the arrow whistling by as it passes though the space the great steed occupied bare moments before...

As the riders pass the halfway mark a score more arrows pass harmlessly through Zurladew's phantom army, and one Jaymin avoids with skillful horsemanship... and then Zurladew's concentration slips...

The charge is nearing the base of the tor when the illusory knights fade back to the ether from whence they came, like a morning fog being burnt away by a harsh summer sun. They take another volley from the farmhouse before they vanish completly, Jaymin once more steering his mount out of harm's way... but then the archer's choice of targets quickly boils down to three horses and four riders. Garrett and Jaymin each manage to fend off two arrows apiece with armour and shields. Aydan gets a moment's respite when an arrow passes high, over both him and his mount... but right on its heels is another, which buries itself to the fletching in the chest of his horse! The horse stumbles... then goes down, snorting up blood-flecked foam as its forelegs buckle under it and it skids to a halt, chruning up the sod as it does so, to lay dead in its tracks at the base of the tor. At the last moment Aydan manages to leap from the saddle, rolling upon the ground to absorb the impact of the fall.

As the steeds of the two knights scramble up the hill the hard, dirty, faces of the archers can be seen... their expressions turning to worry as they fire off one last volley before ducking back behind the cover of the ruined farmhouse walls. With a frankly incredible display of horsemanship Jaymin directs his mount out of the path of a seemingly unerring arrow - the look on the face of the archer who shot it shifting in one brief moment from proud elation to open-mouthed awe and fear as he witnesses the paladin's skills (the guy rolled a '20' to-hit... but then Jaymin's avoidance roll was a '20' too... and I couldn't let that pass!). Jaymin bats a shot from a second archer aside with his trusty shield, as an arrow whistles past Garrett and another gets lodged in his own shield. Two arrows fired at Aydan as he scrambles up the hill on foot behind the knights fly wide of the mark.

Then, as the knights crest the hill, Aydan makes it past the halfway mark, and the archers duck out of sight... a thick white mist roils forth from inside the ruined farmhouse, flowing over the fieldstone walls and through the cracks until it engulfs the top of the tor completely, obscuring everything from sight...

Phew! Finally there! Great work guys - the illusion was excellent, and the knights really proved the worth of Mounted Combat (and having a high AC...)! The bad guys fired a total of 54 arrows during that charge, and only one hit and damaged anything (and they're pretty darned good shots too).

Current situation: Garrett, Jaymin, and Zurladew are on top of the hill, which is a little over thirty feet across. A ruined farmhouse and the remains of its outbuildings are on the top of the hill - just the skeletons of the walls really, with no roofs: cover more than actual 'rooms'. An obscuring mist (twenty feet high and a forty foot diameter) covers the top of the hill as well now, so nobody can really see much of anything. Before the mist rolled out, the characters definitly saw six bandit-looking gentlemen firing arrows at them. Ayadan is thirty feet up the side of the tor, with another twenty feet to go (at half speed due to it being difficuly terrain) to get to the top - although the mist is obvious as it spills out.

Your move guys!

Meanwhile...

With a well-practiced gesture and word, Beatrix casts her subtle magics towards the barbarian who seems to be in-charge... and the more emotional of the two...

Aaannnd... he rolls a '1' on his save. Way to reinforce the stereotype, barbarian dude!

As the mercenary swordsman keeps his grip on one of the twins (the other twin out of sight somewhere) his fingers wrapped into her hair, pulling her head back, and the blade of his sword across her exposed neck, the quieter of the two barbarians grabs Lady Rebecca's arm and starts to pull her towards his companion. At the sound of Beatrix casting her spell the two crossbowmen swing their weapons in her direction and the halberdeer, a grin spreading across his twisted lips, starts to stride towards her...

... Only to once more be cast to the ground by the barbarian who was the target of Beatrix's (evidently successful) charms! Exclaiming a harsh string of expletives in the Galtan dialect, the halderdeer spits and growls, as his mercenary companions exchange more angry glances and mutter under their breaths,

'What?!' the halberdeer yells, slowly getting back to his feet, reclaiming his weapon, and pointing an accusing finger towards Beatrix as he addresses the lead barbarian, 'Is this one reserved for your "chieftain" too? Will he have all the women in the kingdom?! We were promised the spoils of war in this campaign: I don't know what that means to you blue-haired mountain savages, but to us civilised men it includes our pick of the womenfolk!'

The other mercenaries nod their agreement, whilst the barbarian holding Rebecca peers at his fellow with an expression of concern and confusion. The lead barbarian frowns and shakes his head,

'No-one touches this... this.. angel!' he declares gesturing towards Beatrix with his axe, 'I'll fell any man who some much as speaks out of turn towards her - the Chieftain included, if it comes to that! The Whitedragon will have his flame-haired b!tch as his mate, but this woman is mine! If you must have your spoils take that one,' he nods towards the held twin, 'she seems fair enough, and means nothing to me or my Chief.' To reinforce his words the barbarian shifts his grip on his axe to hold it in two-hands at waist height, as he steps deliberately between Beatrix and the rest of the room, widens his stance and stands, protectively, glaring at his companions...


"Zurladew, good idea with this fog, or was it you?"

Jaymin keeps his bloodied lance point lowered and ready, but there won't be any charging in this. "Sir Garrett, stay close."


ProfPotts wrote:

'What?!' the halberdeer yells, slowly getting back to his feet, reclaiming his weapon, and pointing an accusing finger towards Beatrix as he addresses the lead barbarian, 'Is this one reserved for your "chieftain" too? Will he have all the women in the kingdom?! We were promised the spoils of war in this campaign: I don't know what that means to you blue-haired mountain savages, but to us civilised men it includes our pick of the womenfolk!'

The other mercenaries nod their agreement, whilst the barbarian holding Rebecca peers at his fellow with an expression of concern and confusion. The lead barbarian frowns and shakes his head,

'No-one touches this... this.. angel!' he declares gesturing towards Beatrix with his axe, 'I'll fell any man who some much as speaks out of turn towards her - the Chieftain included, if it comes to that! The Whitedragon will have his flame-haired b!tch as his mate, but this woman is mine! If you must have your spoils take that one,' he nods towards the held twin, 'she seems fair enough, and means nothing to me or my Chief.' To reinforce his words the barbarian shifts his grip on his axe to hold it in two-hands at waist height, as he steps deliberately between Beatrix and the rest of the room, widens his stance and stands, protectively, glaring at his companions...

Beatrix addresses the charmed barbarian in a seductive tone, hoping to inflame the tension between the uneasy allies.

'But don't you deserve all the women, dearest? Does not one so virile as yourself deserve to enjoy all our charms; or shall you let these half-men take us away from you?'

The Exchange

Quote:
'But don't you deserve all the women, dearest? Does not one so virile as yourself deserve to enjoy all our charms; or shall you let these half-men take us away from you?'

For a moment the blue-haired barbarian's brow furrows in confusion... then he sneers as he glances around the room,

'You're right,' he agrees, 'these Galtan dogs are hardly fit to be called men at all! What have they done, eh? - it wasn't they who assaulted Castle Redwyrm! Who defeated the old Baron's knights and men-at-arms! No - that was all the Tribe of the Ice Tooth! The Tribe, and their Chieftain who wields the Ice Tooth itself! These mercenary scum have done nothing, except stuff their faces with food and drink they haven't earnt, and try to steal the spoils from the real men!'

Although he seems to have turned on the mercenaries quickly enough, it seems to Beatrix that the man's loyalties towards his fellow barbarian and their 'Chieftain' run a good deal deeper - trying to sever those ties would prove a much longer and harder task... Still, until such a time, the man's speech has done wonders for increasing the dark looks the mercenaries are shooting each other, as grips are tightened on weapons, stances shifted a little to be more combat-ready, and crossbows start to glide towards targetting Beatrix's new best friend...

The second barbarian - still with a firm grip on Rebecca's arm - looks concerned, and moves his Chieftain's prize protectively behind himself as he too grips his axe a little more tightly...

'You!' bellows Beatrix's barbarian beau as he points towards the swordsman holding the twin, 'Release the woman... unless you think yourself man enough to earn her in combat with me...'

For his part the swordsman seems torn between anger and fear - it seems obvious that the Galtans know the two barbarians are more than a match for them... at least, one-on-one... Further furtive glances are quickly exchanged, then...

Thrusting the twin to one side, the swordman bellows a battlecry and charges Beatrix's barbarian, even as the two crossbowmen fire at him as well. One bolt flies wide, spraying chips of ancient marble as it thuds into the stone wall beyond, the second bolt imbeds itself in the barbarian's muscular shoulder... not that he really seems to notice... As the swordsman swings, the barbarian ducks under the blow, roaring a truly terrifying sound which puts the Galtan's battlecry to shame. Eyes wide like a madman, veins popping across his muscular body, flecks of foam spatter from the barbarian's mouth as he buries the head of his axe in the swordsman's chest in a mighty blow which splinters ribs and sprays gore everywhere. The swordsman drops, extremely dead...

Meanwhile the halberdeer charges the second barbarian, catching the blue-haired man in the thigh. Yelling in pain and anger, the barbarian takes a step backwards, pushing Rebecca back behind him, and downs the contents of a leather flask at his hip... Moments later the barbarian's already impressive muscles start to flex and expand as, within seconds, he enlarges to the size of a giant, forced to bend down to fit into the chamber... The halberdeer peers up, eyes wide with feet... and wets himself...

So - the barbarian under Beatrox's charms has a quarrel in him, but has downed one mercenary and is facing two others. The second barbarian is injured, but is now over twelve feet tall and ready to tread on the worried halberdeer. Rebecca's behind the giant, being backed towards the chamber's entrance, and the twin is sprawled on the ground where she was thrown... The second twin is nowhere to be seen...

That'll be initiative and declared actions for Beatrix then! :)

Sovereign Court

Male Gnome Sorceror 3

"As much as I'd like to take credit for the mist, Sir Jaymin, that is the doing of someone else. On guard, men. Spread out and we'll see what we can find in there." Zurladew purses his lips in an irritated fashion and casts a quick cantrip. As his spell takes effect, the sound of jangling mail, clanging armor, and heavy footsteps begins to fill the area. He begins to tread as quietly as he can, eyes open for any signs of movement.

Casting Ghost Sound - disguising the actual movements of the party.
Moving quietly with Stealth - 1d20 + 4 ⇒ (19) + 4 = 23
Perception to find (and subsequently avoid) any foes - 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Ranger 3

So sorry! The site wasn't updating my post count, I didn't think anyone had posted lately. My bad.

Also: No!!! Cydwydd!!! ;_; you were so young.

Aydan slams into the hard dirt of the hill with a thud, feeling all the air flee his lungs. The world spinning around him, he glances over to see Cydwydd fall in a spattering of blood. "Rest easy friend, may Deadeye guide your way." Uttering a prayer for the horse, Aydan turns to finish his ascent on foot, reaching first for an arrow before seeing the mist roll out and instead drawing his sword.

a'running!

The Exchange

Is Zurladew dismounting then?

As Jaymin talks and Zurladew responds, a couple of arrows streak out of the mists... one wildly missing, the other only just hitting the edge of Jaymin's shield and deflecting harmlessly away. With the casting of Zurladew's spell, several more arrows are fired - all with little chance (other than sheer luck) in hitting an actual target. It appears as though the bandits are as blind as the Redwyrm retainers in the mists...

Sir Garrett:
You hear Argos sniff and snort... then take a half-step further into the mists, before turning his head back towards you and waiting - he seems to be indicating that, even if he can't see the bandits, he can certainly smell them...

Suddenly a string of strange words can be heard nearby, drifting through the mists...

Spellcraft DC 16:
... a simple sleep spell...

... and moments later Sir Jaymin's horse sinks gently to its knees, then rolls onto its side - eyes closed and snoring - in a deep slumber... It drops slow enough that getting off before it rolls on top of you doesn't require any checks.

Sword in hand, Aydan finally makes it to the tor's apex, feeling the damp on his skin as he rises into the unnatural mists...


Sir Jaymin draws his sword as he quickly steps aside of his sleeping horse. Jaymin motions for quiet with a finger on his lips, then, gripping his shield and sword, moves carefully towards where he heard the spellcasting.

Sovereign Court

Male Gnome Sorceror 3

Yes, Zurladew is off of horseback.

Zurladew mutters a few quick words, and fades from sight as illusory magic surrounds him. Casting Vanish, four 1st-level spells left He moves further into the mist, trying to find where the other caster is hiding.

Perception check to find the other spellcaster - 1d20 + 2 ⇒ (6) + 2 = 8

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

Sir Garrett quietly speaks to his noble steed... "You know where they are, don't you friend...get me closer to them he says as he unsheaths his falcata...


wouldn't you like to know! Dungeonisius Masterius Evil Genius/9999999999999999

Taking a breath, Aydan stalks into the mist, both hands gripping the hilt of his sword. He keeps his breathing slow and quiet, moving from heel to toe of each foot, he tries to open himself up to his senses, smells and sounds, to try and place anyone around him...

perception 1d20 + 6 ⇒ (4) + 6 = 10

The Exchange

Zurladew:
Moving silently and unseen, you slip through the mists, heading for where you heard the mystical chanting... After a few paces, you manage to make out figure crouched near a breach in the farmhouse wall. Moving within a few feet, you peer through the mists at the figure - he's a small, thin, man (for a human), his dirty skin covered in myriad scars and his head shaved bald. His left eye is completely missing, while his right is dark. The scars covering his body appear rough and ragged, but cut into some specific pattern... although it's impossible to discern the details through the mists. The shirt and britchs the man wears are ripped and ragged, and a heavy iron slave collar, with a large metal ring imbedded in the front, is locked around his neck - and has been for some time, judging by the layers of blistering across his neck. Still, the man doesn't appear to be restrained in any real way, and in his left hand he clutches a punching dagger with a silvery blade. A bulky satchel is slung over the man's shoulder, and a pouch at his belt looks just the sort of place men of magic keep the components for their spells. If that wasn't enough to confirm him as the caster of the magic which sent Sir Jaymin's steed off to the land of nod, as you watch he opens the flap on the satchel: inside you manage to glimpse several vials, as well as a live toad, and two slender sticks - these last the man withdraws, compares for a moment, then selects one and replaces the other. The chosen wand he clutches in his right hand as he slowly starts to edge in the rough direction of Sir Jaymin...

Sir Garrett:
Shaking out his mane, Argos trots forwards a few steps... then jumps the low-lying remains of a farmhouse wall... right into a huddle of bandits! Amidst the yelled exclaimations and frantic darting for cover from the barely seen shadowy figures in the mists, Argos rears up, snorting and baring his teeth! You get a better look at the bandits as one or two stray too close - Taldan men with dirty skin and long, unkempt, hair, clad in worn but well-maintained studded leather armour, and clutching sturdy longbows in hand. Apart from a (now half-empty) quiver of arrows, each appears to have a pack, a handaxe, and at least a few daggers to hand... You get a surprise round attack against these guys - don't forget your +1 'higher ground' bonus to hit 'em as well, of course.

Aydan:
Stealthily moving into the mists (and I just rolled a '19', before modifiers, for Aydan's Stealth check, so it's pretty darned stealthy...) you soon find yourself approaching a man. At first a mere dark shape in the mists, you see as you get within a few feet that he's a Taldan man with dirty skin and long, unkempt, hair, clad in worn but well-maintained studded leather armour, and clutching a sturdy longbow in hand. Apart from a (now half-empty) quiver of arrows, he appears to have a pack, a handaxe, and at least a few daggers to hand. You find the man with an arrow nocked but not drawn, pressing close to the corner of a section of farmhouse wall, peering round it... peering in the opposite direction to the one you're approaching from... All things considered, you could coup-de-grace this guy if you wanted...

Sir Jaymin:
Turning to warn Zurladew to silence you find the little jester already vanished - swallowed by the mists or his own tricks you couldn't say, but in any case you're unable to see more than a pace in any direction: for all you know, you could be alone on the tor... With no better barings, you move towards where you think you last heard the chanting... but find nothing except a section of farmhouse wall...

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

ProfPotts:

Sir Garrett slashes at one of his would-be assailants with his ancestral blade...

Swift Action: Arcane Strike (+1 Damage)

Attack:1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 (higher ground)
Damage:1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 (arcane strike)

I assume Argos would attack as well, targeting another bandit...

Attack (Hoof):1d20 + 4 ⇒ (3) + 4 = 7
Damage:1d6 + 3 ⇒ (1) + 3 = 4


ProfPotts:

Sir Jaymin presses himself against the wall, and begins inching slowly along it. His sword and shield are at the ready.

The Exchange

Sir Garrett:
Argos's surprise round action was movement to get you there, so no attack for him until next round. Your blade chops down upon the shoulder of the nearest bandit, opening a nasty bloody rent and causing the man to growl out through gritted teeth as he's forced to one knee by the power of the impact. Initiative and first round actions (for Garrett and Argos) please - there seem to be three bandits nearby, one being the chap just wounded by Garrett, the other two a little further away (a five foot step each) and harder to see in the mists.

Sir Jaymin:
Inching down the wall, you're surprised by a bandit dropping down from the top of the wall to land on your back! The bandit tries his best to pin your arms to your sides, but your sheer physical power proves too much for him, and you easily throw him off... Not so with the second bandit, who apparantly managed to sneak behind you - two strong arms seize you from behind in a bearhug grip. The stench of the man's body odour fills your nostrels as he struggles to hold you tight, and his foul spittle sprays the side of your helm as he snarls out,

'Now! Get 'im while 'e's 'elpless!'

A sinister smile twists the cruel lips of the bandit you threw off and he reaches to draw a dagger from his belt... Both bandits appear to be Taldan men with dirty skin and long, unkempt, hair, clad in worn but well-maintained studded leather armour, with sturdy longbows slung over their shoulders. Apart from a (now half-empty) quiver of arrows, each appears to have a pack, a handaxe, and at least a few daggers to hand.

Initiative and declared actions, please.


Male Human Ranger 3

ProfPotts:

Sorry, I was sure I posted last night, I remember rolling damage and everything, o.O

coup-de-grace dmg 1d10 + 3 ⇒ (5) + 3 = 8 1d10 + 3 ⇒ (3) + 3 = 6

14 damage dealt, so a save of 24 is needed.

Aydan stalks up behind the man and lifts his sword up before bringing it down hard for the taldan's jugular.

The Exchange

Aydan:
Your sword slices deep into the bandit's neck, cutting a good half-way through, and bringing forth a spray of crimson gore. The bandit manages little more than a choked gurgle as he collapses, unmoving, to the side...

... With the man's death you get a moment to pause and listen - sounds of struggle, muffled by the thick mists until they sound far off, drift to your ears: Argos's snorting and bandit voices raised in panic from one direction, and the noise of a smaller scuffle from another...


Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

"Helpless? You wish!" Sir Jaymin snarls. He brings his sword up and back at the man holding him.

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

Initiative:1d20 + 1 ⇒ (20) + 1 = 21

Garrett and Argos continue their assault on the brigands...

Targeting the wounded man. Swift action to use Arcane Strike

Garrett Attack (Falcata):1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 (higher ground)
Damage:1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7 (arcane strike)

Argos (Bite):1d20 + 4 ⇒ (1) + 4 = 5
Damage:1d4 + 3 ⇒ (2) + 3 = 5

Argos (Hoof):1d20 + 4 ⇒ (7) + 4 = 11
Damage:1d6 + 4 ⇒ (1) + 4 = 5

Argos (Hoof):1d20 + 4 ⇒ (16) + 4 = 20
Damage:1d6 + 4 ⇒ (1) + 4 = 5

Note: If by chance Garrett's strike drops his target, 5ft over to another bandit for Argos's attacks


ProfPotts wrote:

Initiative : 1d20 = 15 + 4 = 19

Does Rebecca speak elven by any chance? Beatrix would like speak to her without alerting the currently feuding mercenaries. Would Ghost Sound work?

Beatrix tries to pass the following message to Rebecca:

"Run Becky, I'll take care of the twins."

The Exchange

Lady Rebecca doesn't speak elven, no (as far as anyone knew she didn't speak anything but Taldane / Common, but she's been uttering stuff in some weird language recently...) and ghost sound can't produce intelligible speech. Beatrix can try to send a hidden message via innuendo with a DC 15 Bluff check (and a suitable double-meaning phrase). Sending a message like that would still only be a free action, so Beatrix can do something else this round as well as make that check (if she chooses to try that method).

Sir Jaymin:
Even grappled, you manage to free your sword arm enough to get a good swing at the man restraining you. As the tip of your longsword slices open his cheek he swears...

'Son of a hag!'

... Before tightening his grip, slipping his arm under your sword arm and twisting, slamming his knee into the back of yours, taking the both of you down and pinning you to the ground... Sir Jaymin now has the pinned condition.

Sneering, the second bandit slinks up, choosing his target carefully and slipping his dagger between the plates of your armour... Sir Jaymin takes 3 hit points of damage.

'Find something to tie him with!' exclaims the man pinning you down...

Next round please!

Sir Garrett:
Between receiving the powerful chopping blows of your falcata, and being trampled by Argos's hooves, the bandit goes down, a blood-curdling scream issuing from his throat as he does so... Argos's first two attacks missed, but his last attack was enough to drop the guy below zero.

Four arrows fly through the mists, two each in rapid succession from the vague outlines you can see of the other two bandits. The shots from one of the men both go wide, but the other seems to have his eye in. One shot threatens to hit Argos (you can use Mounted Combat to attempt a DC 23 Ride check to negate the hit, otherwise Argos takes 7 Hit Points of damage), the other lodges in a chink in your armour (you take 7 hit points of damage... and that was 1 off being a confirmed critical too... damn you high AC! ::shakes fist:: ;) ).

Next round please!


"Friends, some urgent help is needed," Sir Jaymin calls our into the mists, his voice labored like there's a heavy burden on his chest.

ProfPotts:
Jaymin attempts to break the pin.

What is this - payback?;)
CMB: 1d20 + 6 ⇒ (3) + 6 = 9

Sovereign Court

Taldan Human Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

Garrett growls in pain as another arrow finds a weak point in his armor... "Be there as soon as I can friend."

ProfPotts:

Ride to avoid hit:1d20 + 6 ⇒ (12) + 6 = 18

Garrett and Argos methodically move toward another one of the bandits, intent on dropping another...

5ft step to a bandit, swift action for Arcane Strike

Garrett Attack:1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 (higher ground)
Damage:1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9 (arcane strike)

Argos Bite:1d20 + 4 ⇒ (8) + 4 = 12
Damage:1d4 + 3 ⇒ (3) + 3 = 6

Argos Hoof:1d20 + 4 ⇒ (4) + 4 = 8
Damage:1d4 + 3 ⇒ (2) + 3 = 5

Argos Hoof:1d20 + 4 ⇒ (5) + 4 = 9
Damage:1d4 + 3 ⇒ (3) + 3 = 6


ProfPotts wrote:
Lady Rebecca doesn't speak elven, no (as far as anyone knew she didn't speak anything but Taldane / Common, but she's been uttering stuff in some weird language recently...) and ghost sound can't produce intelligible speech. Beatrix can try to send a hidden message via innuendo with a DC 15 Bluff check (and a suitable double-meaning phrase). Sending a message like that would still only be a free action, so Beatrix can do something else this round as well as make that check (if she chooses to try that method).

Bluff : 1d20=10 + 11 = 21

"Good show, good show. Let the red fly, fly, fly..."

Beatrix looks pointedly at Rebecca and discretely points to the exit.

The Exchange

The shouts through the mist are somewhat muffled, sounding further away than they could ever really be on top of the small tor, but are audible and understandible never-the-less.

Sir Jaymin:
LOL! Nah, not payback - just the grapple rules: if you'd gone for breaking the grapple instead of attacking to begin with, you'd be free now, and these guys don't have Improved Grapple (they just avoided AoO by getting the drop on you). In a straight melee you'd likely hand 'em their respective bottoms... as it is, once the pinned condition is locked in it gets very nasty - if they tie Jaymin next round he'd be in line for a coup-de-grace... so the shout for help was probably a very good idea! So, with that in mind, I think we'd better leave advancing Jaymin's little scuffle until we know what Aydan and Zurladew are planning on doing with their actions...

Sir Garrett:
Argos snorts and whinnies as the arrow finds his flank, but presses on - barely needing any urging from you to do so. Stepping to the more accurate of the two archers, you manage to draw the tip of your eldritchly-charged falcata across the man's chest, drawing blood and causing him to grit his teeth in pain. However, the arrow sticking out of Argos seems to have disrupted your loyal steed's concentration a little, and the bandit manages to avoid his near-enraged flurry of teeth and hooves...

Two more arrows from the other archer fail to come even close - as now enough of the mists seperate you and him that he's not even a silhouette. The man you're attacking is a little more accurate, stepping back as he nocks and fires two shafts in rapid succession - the first you duck under, and the second you deflect with your shield...

Next round please!

Catching the hidden meaning of Beatrix's words, and the subtle nod towards the entrance, Rebecca shakes her head a little... then looks down at her own hands for a moment... then shakes them... but seems frustrated by the lack of draconic transformation occuring this time... reluctantly, she glances back towards Beatrix, nods, and starts to edge towards the way out...

So - that was a free action for Beatrix: anything else this round?


Male Human Ranger 3

stealth1d20 + 1 ⇒ (14) + 1 = 15

atk 1d20 + 7 ⇒ (10) + 7 = 17

dmg 1d10 + 3 ⇒ (8) + 3 = 11

Listening to the sounds of the two scuffles, Aydan is relatively sure he can hear a Argos' and expects the other to be Jaymin, a theory confirmed as the knight calls out. Refraining from answering the call, instead he creeps through the mist and - if he can - attacks Jaymin's opponent by surprise.


ProfPotts wrote:
Catching the hidden meaning of Beatrix's words, and the subtle nod towards the entrance, Rebecca shakes her head a little... then looks down at her own hands for a moment... then shakes them... but seems frustrated by the lack of...

Beatrix inches towards the twins.

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