The Ricochet Game - Closed (Inactive)

Game Master Elmdorprime

Greenbelt Map


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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

Is Laurel's target in Dom's line of sight, or does the door frame block a hypothetical shot?


You guys still need to roll concealment due to mists! 1d100, high misses, 20% miss chance. Blame Dom :) - Dom, you'd have a 50% miss chance to hit.

Current 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

Oh, sure, blame the newbie. Just remember who has the heals.

Dom's nerves get the better of him. I cannot wait any longer! "Old Deadeye, speed my arrow."

Fires on Laurel's target
Buffs: Dex mod, size mod, Bless, and Berrik's performance
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Concealment: 1d100 ⇒ 93


M Human Swashbuckler 1

Concealment: 1d100 ⇒ 62


Male Half-Orc Wizard 1

Rory uses his Great Axe to channel Magic Missile at the Head Man of this operation.

Magic Missle: 1d4 + 1 ⇒ (2) + 1 = 3


Rory and Big Head both hit, while Dom misses.

The bandit Big Head attacks dies terribly, screaming as the blade spills his blood on the dust in front of the gate.

Checking page 3...OK, rolling Concealment for Berrik

Concealment: 1d100 ⇒ 82 Miss, not a big deal. Guy died anyway.

The leader steps back again and fires another arrow at Laurel.

Attack (Longbow): 1d20 + 3 ⇒ (1) + 3 = 4
Damage (Longbow): 1d8 + 2 ⇒ (6) + 2 = 8

He misses however.

The bandit near Big Head tries to retaliate against the swashbuckler for killing his friend.

Attack (Shortsword): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (Shortsword): 1d6 + 1 ⇒ (1) + 1 = 2
Concealment: 1d100 ⇒ 37 Hit!

His shortsword pierces Big Head, snicking a small amount of flesh. He's unable to drive the point home before the swashbuckler spins away.

Map

You're up!


M Human Swashbuckler 1

How can you not know it's hopeless?
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Concealment: 1d100 ⇒ 4


Male Human Bard /1

BTW linda and I are on vacation so we are limited in posting.


Noted!


Male Human Bard /1

Move to flank with Big. Three rounds left on buff.

attacko: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 21 ⇒ (3) + 21 = 24


Male Human Bard /1

damage essed up but I clearedx missed so no big deal eh?


Male Human Bard /1

Laruel: 5 foot step abdn attack

attack: 1d20 + 6 ⇒ (12) + 6 = 182d6 + 5 ⇒ (5, 2) + 5 = 12


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

Watching his arrow pierce nothing but air and grass, Dom mutters to himself. "The message is loud and clear, Erastil. I will prepare to heal these heroes, should they need it." Dom stows his bow and creeps down the ladder.

Sheathing the bow and moving down the ladder.


Male Half-Orc Wizard 1

The Prof. begins to utter in a low, gravelly voice, weaving in his magic as he does. "Your doom has come, bandit. You will die here and face torments beyond suffering you could ever know here and on this world you will be forgotten and lost to time for all eternity." With the strength of his magic, the spell winds its way to the Bandit engaged by Big Head.

Sotto Voce, Will Save DC 14 or be Shaken one round.


Big Head's sword pierces the side of the bandit mightily, and what's worse the magic of Rory pours over the relatively harmless highwayman in a massive wave.

Will Save: 1d20 - 1 ⇒ (13) - 1 = 12

Realizing he's about to die even if he surrenders, since Brevish law is both remarkably clear and forthrightly brutal when it comes to such crimes as banditry and contributing to the delinquency of livestock, he continues to try to kill Big Head so he can enter the hereafter with at least some of the dignity which may be denied a man killed by hanging.

Attack (Shortsword): 1d20 ⇒ 15
Concealment: 1d100 ⇒ 59

Sadly, he misses thanks to Rory's spell damaging his concentration. He groans in realization that he probably should have stayed on at the family hair salon after all.

The bandit attacked by Laurel likewise roars in pain as he was expecting another easy collection.

Lacking imagination he blurts the first thing that comes to mind.

YOU B&!&#!

He steps back and fires another arrow.

Attack (Longbow): 1d20 + 3 ⇒ (12) + 3 = 15
Damage (Longbow): 1d8 + 2 ⇒ (1) + 2 = 3

You guys again.


Male Human Bard /1

Move to Lauel's aid


Male Half-Orc Wizard 1

Double moving from the battlements, following Berrik


M Human Swashbuckler 1

Oops, I was sure I already posted.
I also double-move to engage the bad guy.
Your friends are dead! You've lost!


Male Human Bard /1

Isn't there one still alseep?


M Human Swashbuckler 1

There are two asleep. Thought I'd gloss over that for intimidation purposes.


Laurel?


Female Human Ranger - 1

Move in and attack

attack: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 6 ⇒ (3, 3) + 6 = 12

"I really hate bandits, so the fact that you keep shooting arrows at me is not helping my attitude."

I am at 5 hp.


Female Human Ranger - 1

That is a crit threat.

Attack: 1d20 + 6 ⇒ (5) + 6 = 112d6 + 6 ⇒ (5, 3) + 6 = 14


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

The sleeping ones are the only bandits left, right? (And how much longer will they be that way?) He can only make it to the gate this round and I wouldn't want him to be stuck in between two bandits if something wears off.


Sleep lasts 1 minute per level, or 10 turns. I think you guys have done 3 turns, so you've got about 42 seconds before they wake up and either try to flee into the outpost or into the wilderness.

Laurel's sword chops down on the bandit and rends deep into the man.

He drops bonelessly as the rest of you advance towards her.

You now face the decision to kill the bandits in front of the fort or otherwise capture them.


Female Human Ranger - 1

"The punishment for banditry is well known, I don't think we will get any information from these thieves before we execute them. Let us just be done with it."


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

"The punishment for unrepentant banditry is well known. For all we know these men were pressed into service. I would argue that we lack the authority to...execute...our duty, until we have explored the status of their penitence."


Male Half-Orc Wizard 1

"Laurel is correct, and if any semblance of order is to come to the Stolen Lands, punishment must be swift and assured."


M Human Swashbuckler 1

We have the authority, but I think we could possibly learn more from them. No point in arguing when they're about to wake up, though. Let me secure them.

I double-move back to hog-tie the sleeping bandits.


Male Human Bard /1

I say, let's tie them up and then ask them questions. Information is always a good thing. If need be, we can always kill them later


Your thirst for blood warms the cockles of my black heart.

Anyone going to help Big Head? It matters.


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

Dom should be around there anyway, so he can "help", depending on what that means.

"Big Head, before you begin, please allow me to heal your wounds from the battle. Better to be prepared should things go awry."

Calming Touch: 1d6 + 1 ⇒ (6) + 1 = 7


Male Half-Orc Wizard 1

The Professor aids Big Head, and does his best to look menacing as his heritage offers. He eyes the captives with hot-blooded menace and occasionally fingers his great axe as an executioner eager for the sentence.

Intimidate: 1d20 + 7 ⇒ (16) + 7 = 23


Keeping one of the bandits from killing big head while he's tying the other person up. I don't believe anyone bought manacles or restraints so he has to use rope and someone will wake up before the other one is finished being tied up.


Male Half-Orc Wizard 1

That too.


Male Human Bard /1

Sure, Laural and I hold the guy down


The bandits refuse to talk, sullenly accepting their death whenever Brevoy's actual guards get here.

Oleg and Svetlana are thrilled that the bandits have been driven off.

Oleg grunts at you.

Well that was alright then. The good news is it should take the rest of the bandits a while to realize they're missing a patrol. Well, I suppose under the circumstances I can give ye a reward.

Quite grumpily he hurries back into the post and back out with a small sack of coins and several potions. 50 gp and two potions of cure light wounds, and a potion of shield of faith +2.

Well, I suppose you can use the guest house while ye're here. So ye're exploring the Greenbelt for Brevoy. Where were ye going to start?


M Human Swashbuckler 1

We were going to start here, then look for more bandits I suppose. Was hoping these two could tell us, but apparently they figure the Stag Lord has some pull wherever bandits go instead of Valhalla.

How about you? Do you have an idea of where the bandits came from? Or any nearby outposts of civilization having similar trouble?


Oleg's grumpiness vanishes in a huge, booming laugh.

Laddie, this post is civilization out here. If there's anybody around but trappers, adventurers and trading caravans moving through it's news to me. Well, and whatever that goblin is up to - the thing talked pretty crazy.

Chuckling he'll point to a series of posters on the side of the guest house.

There's rewards out of Brevoy that get sent here. One of them ye almost got done - capturing or killing six bandits. That one'll get ye 400 gp. Someone needs to kill the Sootscale kobolds out in the Kamelands. Well, they say kill but usually they're pretty harmless for kobolds. Something's got them riled up. That'll be 800 gp.

He'll point to one that has a picture of a huge worm with two clawed feet.

That one's from me - I want the head to mount on my wall. Nothing'll bring them back like a good conversation and a tatzlwyrm head'll do better than most things for starting a good talk. It needs to be intact now - or mostly intact - so no roasting the thing alive. I know how ye wizards are with your lightning and fire!

He points a finger at Rory as he says this.

Get me a head and I'll give ye 600 gp.

The last poster has a crude picture of a boar drawn on it - despite its simplicity there's certainly something more feral about it.

That one's for Tuskgutter. That boar's a lengend, been wandering around the Greenbelt for years. Vekkel Benzen, an old hunter from the area, lost a leg to the beast and he's offering his bow and some fine arrows for hunting to anyone who can kill the thing. He's also offering to share the head cheese. Should be fine eating if you bring him the whole corpse.


An important note: this is a sandbox adventure, so you need to pick directions and go to explore. I thought I had a map for you in Dropbox ready to go but I don't - I will put it up this afternoon so you can explore. In the meantime you collect the following loot from the bandits:

  • 7 horses
  • 4 Shortswords
  • 4 longbows
  • 5 sets of leather armor
  • 97 arrows
  • 10 days of trail rations
  • 1 dagger
  • 1 composite longbow (+2 Strength)
  • 75gp
  • A silver Stag Lord Amulet worth 20 gp

You are going to have to make a map by the way! The map will have hexes, each hex is 12 miles across.

Paizo has thoughtfully provided travelling and exploring times: you'll want to use exploring times when trying to discover fun.

Sadly Paizo's boards don't really allow tables or screenshots so here's your Travel times.

Party Speed: 15 Feet
Plains: 11 hours
Any Other Terrain: 16 hours

Party Speed: 20 Feet
Plains: 8 hours
Any Other Terrain: 12 hours

Party Speed: 30 Feet
Plains: 5 hours
Any Other Terrain: 8 hours

Party Speed: 40 Feet
Plains: 4 hours
Any Other Terrain: 6 hours

Party Speed: 50 Feet
Plains: 3 hours
Any Other Terrain: 5 hours

And here's your Exploring Time

Party Speed: 15 Feet
Plains: 3 days
Forest or Hill: 4 days
Mountain or Swamp: 5 days

Party Speed: 20 Feet
Plains: 2 days
Forest or Hill: 3 days
Mountain or Swamp: 4 days

Party Speed: 30 Feet
Plains: 1 days
Forest or Hill: 2 days
Mountain or Swamp: 3 days

Party Speed: 40 Feet
Plains: 1 days
Forest or Hill: 1 days
Mountain or Swamp: 2 days

Party Speed: 50 Feet
Plains: 1 days
Forest or Hill: 1 days
Mountain or Swamp: 1 days

You are responsible for designating which square to use and where you want to go next. Occasionally the AP will give you "quests" to nudge you in an important direction.

One final note: the AP allows for random monster encounters on the map which for brevity I'm turning off.


Male Half-Orc Wizard 1

Rory notes, "I receive power from the element of earth itself. Lightning is opposed to my power, and fire lacks the endurance for any lasting power.

We appreciate the offer of the guest shelter and use of your grounds as a base of operations of sorts. Hopefully our efforts will make this a safe location that trade for you will increase."

He glances at the bandits.

"As noted. They are unwilling to talk. The law is clear, and as we are duly chartered, I say it's best to serve their sentence now. Justice delayed and all that ..."


Male Human Bard /1

Throw Heal on Laruel

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9


Male Human Bard /1

I agree with the Proff!


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

"Friends, I believe it is worth noting something."

Dom trails off as he presents his charter with a flourish. He reads aloud:

the Swordlords wrote:
The punishment for unrepentant banditry remains, as always, execution by sword or rope.

"I recognize that they tried to kill us, and that in their reticence we may as a practical matter assume guilt. However I must urge caution as our lawful authority has limits."


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

"Oleg, could I see that amulet for a moment?"

I don't know if I'd need this, but I'm throwing it in anyway

Knowledge (Religion): 1d20 + 6 ⇒ (18) + 6 = 24


The amulet, which Oleg is not holding unless you plan to sell it to him, has no religious significance.


Female Human Ranger - 1

"Having seen banditry more than I would like, I am inclined to execute them. Dom, I grant that your calling inclines you to offer more leniency than the rest of us may do. I have no doubt of their guilt and will not turn them loose even if they repent."

"As for exploration, straight south is as good of a choice as any."


Male Half-Orc Wizard 1

"I would suggest the forest to the south, then. The more we know about where potential threats can hide, the better. Then we should be certain of the lands immediately bordering the post."


M Human Swashbuckler 1

I'd like the amulet as part of my take if you-all don't mind.

And I always thought South was a fine direction.

As far as these filthy wretches, we could maybe save some discussion time...HEY! RAGABONDS! DO YOU REPENT OF YOUR BANDITRY?


Male Half-Orc Wizard 1

The Prof. pauses to consider what he knows about the region.

Knowledge(Geography): 1d20 + 8 ⇒ (4) + 8 = 12

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