The Ricochet Game - Closed (Inactive)

Game Master Elmdorprime

Greenbelt Map


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Male Half-Orc Wizard 1

One-Fang will be around the corner of the bunk house to the north, staying out of sight until things get rough.


Male Human Bard /1

I am going to go out the door when they show up and talk to them.


M Human Swashbuckler 1

Would The cart at R16 be suitable for hiding in, under or behind? First plan is to spring out between him and the exit when he gets close enough.


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Male Half-Orc Wizard 1
Big Head wrote:
Would The cart at R16 be suitable for hiding in, under or behind? First plan is to spring out between him and the exit when he gets close enough.

"That's a supply wagon. On signal, jump out and yell, 'Supplies!' at the enemy."


Prof. Rory One-Fang wrote:
Big Head wrote:
Would The cart at R16 be suitable for hiding in, under or behind? First plan is to spring out between him and the exit when he gets close enough.
"That's a supply wagon. On signal, jump out and yell, 'Supplies!' at the enemy."

That's worth a potion of cure light wounds.

Just give me the coordinates Berrik. Should be in yellow letters/numbers. Big Head got it - I'll put you there, BH. One-Fang, that's fine.

Map

Larael, Dom?


Male Human Bard /1

P22 is good.


Female Human Ranger - 1

My preference is V22 outside the walls if I can be concealed. Likely there is not enough cover out there so my second choice is S20 on the platform, with a rope for easy descent at the gate.

Stealth: 1d20 ⇒ 11
Acrobatics: 1d20 ⇒ 13


Female Human Ranger - 1

"I have faith in Berrik's ability to convince anyone to come inside. As a backup I think I could be useful to make sure their retreat is closed behind them either by being right outside or at least right at the gateway close to Berrik should things take a turn for the worst at the gate."


Male Human Bard /1

Can I disgise her as Sevetlana?


Male Human Bard /1

Just in case I can disguise her:

Disguise: 1d20 + 8 ⇒ (5) + 8 = 13


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

Q10 looks like it might be a good spot - is that the fenced-in area, and would it provide cover?


Larael: That's definitely available although you'd have to create cover (by dragging in debris, a bush, etc.) that might make them suspicious. You may also want to find out if Svetlana and Oleg confront them outside the fort so the routine doesn't change.

Berrik: You can try to disguise her certainly. The baddies will get a perception check.

Yes, but concealment works both ways unless there's a height differential or magic involved. Remember also you have a movement penalty by being small (20 feet instead of 30) so it's harder to close the gap with ranged enemies or allies in melee if you need to. You might want to consider hiding on the ramparts since it will allow you to pop up and rain death, then hide if you need to.

Not withstanding any changes...

As you deploy outside as the light breaks you see six horses on the horizon. Outside of bowshot 5 figures dismount and pull out their weapons - longbows - and call out to the fort.

Oleg! What are ye doing by the gates! Get yer cart out here with the goods, you don't want to lose your hand now do you?

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 ⇒ 13
Perception: 1d20 ⇒ 16
Perception: 1d20 ⇒ 6
Perception: 1d20 ⇒ 15

Map


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

Ah - let's make it S20, then.


Male Human Bard /1

Well, now, I don't have any carts this go around. It seems there is some competin' for yer booty by other bandits. You are going to have to come in and carry the good yer'selves

Shaking his head ruefully.

Best come see what I have left. It taint much, mind, but we will pay what we have

Moves to go inside but keeps his eye on them, and gestures them follow.


After some consultation behind you an arrow thunks into the door of the fort.

The leader addresses you.

You must think we're pretty stupid, huh? Because that disguise stinks. For one thing, Oleg's beard isn't made of badger fur. And he weighs more.

Someone whispers something.

Oh yeah, and you didn't swear at us first thing. People notice that sort of stuff.

They whisper something else.

My guys also say you smell pretty bad, like you'd been on the road for weeks without a bath.

So you just sit on the damn ground where you are and we don't kill you. If we're feeling charitable.


Male Half-Orc Wizard 1

One-Fang utters low, "I told you not to go with badger fur. Bandits are the worst critics. Time to deal with them directly." He readies a Shield spell.


Male Human Bard /1

I made a disguise roll of 21, I rather thought that was a good roll. Doesn't that set the DC for the opposing roll?


Male Human Bard /1

Male Human Bard /1

I will go ahead and load in some rolls!

Disguise: 1d20 + 8 ⇒ (13) + 8 = 21
Acting: 1d20 + 4 ⇒ (19) + 4 = 23
Bluff: 1d20 + 9 ⇒ (3) + 9 = 12
Sense Motive: 1d20 + 4 ⇒ (14) + 4 = 18
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

Back on the last page when I went ahead and made some rolls. The one above was a roll in case Larual wanted to go that route, she did not.

I am not asking for things to be overturned, and the Bluff is only a 12, but I think a Disguise and Acting over 21 and 23 ought to count for something, including knowing to curse when I started. I would have been happy to rolle play that out.


Male Human Bard /1

I guess if they are out of bow range, I'll slip back inside since I am right by the gate.


D'oh, I was looking at the Larael disguise roll since it's on this page. Hmmm, well roll with it - they'd have seen through one disguise and it's funnier if it's yours.

Anyone want to attack early?


Female Human Ranger - 1

Having no ranged attacks (very bad oversight on my part). And seeing as how they are not going to come in.

We either have to get them in here or we are stuck charging. That would be 3 rounds of shots before I could make it there (100 ft?).

We could charge on horses, take a bit to get them out of the stables and we would be riding without saddles, to make it in any reasonable amount of time.

What are other thoughts?


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

Anyone have a way to get them in bowshot? I can shoot them, and/or give someone Protection from Chaos before they get too close.

For reference, my current spells:
Create Water, Guidance,Virtue
Bless,Obscuring Mist,Protection from Chaos


Male Human Bard /1

Could just turtle up and wait for them to advance.


Female Human Ranger - 1

If they want loot, burning the outpost down doesn't top a list of options.They only know about Berrik so we might still be able to get them closer.


Male Half-Orc Wizard 1

I have a few tricks in my long-distance sleeve.


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38
Laurel Bracey wrote:
If they want loot, burning the outpost down doesn't top a list of options.They only know about Berrik so we might still be able to get them closer.

"I cannot help but agree with your logic, but then again one wonders if banditry and logic are exclusive."

With a smile, Dom adds, "Would not their challenging us be evidence of their illogic?"


Male Half-Orc Wizard 1

As soon as I can, I cast my Shield spell and ready my Sleep spell next.


Female Human Ranger - 1

I will ready my horse but give Berrik some time to draw the bandits closer.

Whispering to her horse:
Time to get some bandits, Blaze. Go easy on me, I don't have a saddle, ok?

Ride: 1d20 + 4 ⇒ (8) + 4 = 12


M Human Swashbuckler 1

Big Head springs out from his hiding place. Aha! sees Berrik inside Wait. Oh no. He runs up onto the South rampart next to the gate, next to the catapult. (Is there ammunition for the catapults?)

Intimidate: 1d20 + 6 ⇒ (3) + 6 = 9
All right, you genius sons of hamsters figured out that Oleg's is under new management. How about you come in and we work something out before we decide to kill you?

He turns to Dom and hisses Horses! in case they flee!


M Human Swashbuckler 1

Oof. For future reference, is Intimidate a skill I can take a 10 on?


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38
Big Head wrote:
Horses! in case they flee!

"Good idea - after that greeting, could there be any doubt?" Maybe a little... Dom keeps his head down and runs towards the ladder.

What's the plan here - I get horses out for the crew inside in case we need to ride after the bandits? Or am I just waiting by the door in case the bandits decide to come in?


Male Human Bard /1

If we are starting combat, I start my Oratory Performance to give everyone a +1 to hit and +1 do damage.

Guys, we are going to do great in this battle. These guys are just ragabonds, losers and half starved. Look at us! We are ready to fight and can take these guys, no problem!


Obscuring mist doesn't have a great range but would prevent everyone from seeing the fort enterance so they'd have to wait you out for 10 rounds or charge in.

As of right now they've seen Berrik and Larael so they may take their chances in the fort.

Larael, you can buy a bow after this encounter from Oleg.


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

They didn't see Big Head on the wall?

"Berrik, Laurel - if I obscured the bandits' view of the entrance, do you suppose you could...flee fearfully...back inside? Perhaps they would more readily accept that performance, allowing us to engage them in here."

I'm assuming it would not be appropriate to bless the team until we know the bandits are approaching...


Male Human Bard /1

If we can get them into range, I'll cut them down alongside Laurel and Big Head. Let's get them into range. They have to at least enter Bow Range to attack the fort


Well, I'm giving you some wiggle room.


Male Half-Orc Wizard 1

Should they get past the Mist, I can use Grease to further slow them down. I can use sleep if they don't want to go inside.


The bandits yell at you for your insults and feeble attempts to intimidate them.

Who are you calling ragabonds and cowards! We're not the ones wearing badger fur attached to our face!

Then the mist springs up.

Magickers! Cursed magickers, find them and kill them first!

A note on initiative. To keep chaos from erupting and also to prevent me from having to post all the dang time I use group initiative. I roll for all of you, then all the monsters, the add up the group's rolls and divide by members to determine which group goes first.

Also for people spellcasting - I come from Shadowrun where the rule is "geek the mage first." You are now warned.

Initiative (Berrik): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative (Big Head): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Dom): 1d20 + 1 ⇒ (16) + 1 = 17
Initiative (Lareal): 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Rory): 1d20 ⇒ 7

Initiative (Monster): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative (Monster): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Monster): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Monster): 1d20 + 5 ⇒ (16) + 5 = 21
Initiative (Monster): 1d20 + 5 ⇒ (8) + 5 = 13

Bad guys win initiative. Larael, I moved you next to the stables and you're now mounted, is that right?

The bandits can't see anyone near the gate but fortunately Big Head has stuck his eponymous appendage up to taunt them. They proceed to try and feather him with arrows.

Attack (Longbow): 1d20 + 2 ⇒ (12) + 2 = 14
Attack (Longbow): 1d20 + 2 ⇒ (12) + 2 = 14
Attack (Longbow): 1d20 + 2 ⇒ (4) + 2 = 6
Attack (Longbow): 1d20 + 2 ⇒ (14) + 2 = 16
Partial Concealment from Battlements (High=Hit): 1d100 ⇒ 46
Attack (Longbow): 1d20 + 3 ⇒ (9) + 3 = 12

The arrows stick in the outpost walls and whiz by Big Head leaving him unscathed.

Updated Map


Also, if it were not obvious, it is now your turn.


Male Half-Orc Wizard 1

Rory quickly runs to the other side of the battlements. L20


Female Human Ranger - 1

Yes, I'm mounted. If they come in I charge, if they continue to stay out I'll charge. So I'm waiting to see what they do next.

Quietly to Berrik:
"Bandits are always such uncivilized people. I do look forward to teaching them a lesson in manners."


M Human Swashbuckler 1

Big Head runs down to the lower level of the rampart, hops down to the ground inside,
Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
runs to the gate, opens it ten feet as loudly as possible, and draws his sword. While he's doing this he yells, MAGICKERS ON THIS SIDE OF THE GATE, RAAAAAGABONDS! COME AND GET 'EM!


M Human Swashbuckler 1

For Pete's sake...


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

I hope I can do this...

Dom raises his hands: his left held in an obscene gesture, his right index finger tracing over it as he chants quietly. "Forgive me, Erastil, for using this clean water for such a crude purpose."

Casts Create Water - does this need a roll?

As Dom traces his hand, water begins to drip on the wall in a larger image of the same pattern.


Male Human Bard /1

I am doing my performace, so remember your +1/+1 when you roll.


What are you trying to do Dom?


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

Sorry...trying to make a rude drawing with water on the wall to rile up the bandits and lure them in. Just a thought - maybe a bad one - but if they're not liking the magickers than maybe a showy taunt might bring 'em in?


Sorry, create water cannot do something that fancy. It can create watet and that's about it.

Did you want to do something else?


M Halfling Erastil Cleric 1 | HP 8/8, AC 14, T 12, FF 13 | F 4 R 2 W 6(8vFear) | CMB -1 CMD 10 | Init +1 | Perc +5 | Arrows: 38

Should've asked first. Sorry for polluting the gameplay thread.

I don't think I really have a good alternative in mind.

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