The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"And when I say you did well, I think you passed, your first thoughts were not of yourself but of Janiven, then you followed the orders of the more experienced person and did what was necessary to survive, you were brave enough to tell me that you were willing to break through the zombies...sometimes brashness combined with a bit of luck will get you out of a tough spot, keep the dagger I loaned you, you earned it."


Morosino practically glows from your praise. You can tell that what you said meant a lot to him and give him some things to think about.

As you filter around the facility you get to talk to several other members of the group. You note that they don't have a proper name and in fact that is one of the primary topics of conversation. Some are in favor of "The Knights of Wescrown", others "The Scions of Aroden"; these tend to members that see themselves as rebels or freedom fighters. Two other camps favor "Guardians of Cheliax" or "Children of Westcrown; these tend to be members that think the group should be gentler and more subtle in their attempt to win the hearts of the citizens.

A while after your breakfast you hear a commotion towards the front of the building. Gathering yourself to investigate, you find that Janiven has returned. After greeting other members of the group, she heads back clearly intent to speak with you.

They will be moving Arael early tomorrow. We should prepare and get on the road to set up our ambush.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"I am ready, let's get going, once we are out of the city maybe you can tell me more about the skills of group I will be working with."


Leading you and the others out of the building and on to the streets, Besides myself, Arael, and Morosino, there are currently 11 other members of our group. None of them have any real training, but with time I'm sure they may develop their individual talents. For the purposes of this rescue, most of them are really going to be used as "bait" to get any Rack afficianados that are on horse to chase us, hopefully laming their mounts with our caltrops and keeping them some distance from your efforts. You, Morosino, Rizzardo, and Ermolos will strike at the prisoner wagon. All three of them are handy with weapons and will do you the most good in the fight, in theory keeping the remaining guards busy while you disable the locks and get Arael out and to safety.

You conversation takes you through the streeets of the city and out one of the gates. Janiven continues to game plan the rescue with you as you take the road North towards the cut off that will lead you to the Citadel. She asks if you have any other questions or thoughts before you arrive at the bridge.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"What do you think will be the best way to stop the wagon before the bridge, with more caltrops?"


My hope is that when they see us disable their mounted guard further ahead that they will try and turn the wagon around and head back to Westcrown to try and reinforce. There is a turnabout right before the bridge I would expect them to use. You should hit them there if possible. You'll have to strike quick and hard. I got a good look at the prisoner wagon and they have a mini-ballistae mounted on the roof. I would imagine they will have to guards at the reigns, one on the roof, and one on the back. They may have some additional troopers on foot, but I don't think so. I'm expecting about 6 to 8 armigers on horseback with a Hellknight.

She frowns, a worried look on her face, If they are able to freely operate that giant killer on the roof we are going to have casualties.

See the map link I e-mailed you.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"I will do my best to take out whoever is manning the ballistae first. What is the plan once we grab Arael, where are we headed?"

Do I think there is enough cover near the turn around spot for the 4 of us to hide? Any trees close enough that I could drop down onto roof of carriage from? I tell my guys not to act until they see me make the first move, want to be well hidden and surprise the guards if possible. I looked at the map but is king of hard to tell if there is cover and whether it is rocks, bushes, or trees.


With Arael in tow we'll disguise him and get back in to the city. The guard will feel their duty discharged since they were pressured in to handing Arael over to the Rack, but they won't want to have to acknowledge that he's been freed and openly allowed back in to the city.


Caldir wrote:

"I will do my best to take out whoever is manning the ballistae first. What is the plan once we grab Arael, where are we headed?"

Do I think there is enough cover near the turn around spot for the 4 of us to hide? Any trees close enough that I could drop down onto roof of carriage from? I tell my guys not to act until they see me make the first move, want to be well hidden and surprise the guards if possible. I looked at the map but is king of hard to tell if there is cover and whether it is rocks, bushes, or trees.

You could make a tough leap (Acrobatics or from one of the two trees nearest the closer side of the bridge (plus stealth checks). Your team can hide behind the large boulders on the RH bottom side (standing), behind the rock piles in the turn-a-bout (prone), behind the trees closest the bride (standing), or under the bridge (standing...in troll stance). The Rack does a relatively thorough job of clearing the trees etc. along the road just to foil nere-do-wells such as yourself and it is usually heavily patrolled and clear of bandits. That's why they send such a small guard.


Caldir wrote:
"And when I say you did well, I think you passed, your first thoughts were not of yourself but of Janiven, then you followed the orders of the more experienced person and did what was necessary to survive, you were brave enough to tell me that you were willing to break through the zombies...sometimes brashness combined with a bit of luck will get you out of a tough spot, keep the dagger I loaned you, you earned it."

Some good RP here, BTW!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Ok guys, Morosino and I will hide behind the tree next to the bridge and turnaround, Rizz and Erm, you hide under the bridge on the turnaround side as well, you make your move right after Morosino and I move. Got it?"


Neither one looks like a tactical genius, but both are buff as all get out. Erm says, Ummm, Caldir what is our move exactly? Rizz here has pulled me out of a fair share of bar brawls adn I like to knock skulls with the best of them, but I'm not sure what exactly you'd like us to do?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Put any guards that try to stop us out of commission".


Erm smiles wickedly at you, Err, right; but do we get to kill 'em or do we have to just knock 'em unconscious? I'm OK with either, but the Rizzmeister here is all for the killing option. For some reason he's just got a crazy hard on to ace these Rack weasels.

As you prepare to answer you can tell that Morosino also has a few questions for you but is defferentially waiting for your answer to Erm.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Do whatever you feel is right, I am sure they will be trying to kill us, knock them unconscious if they surrender. We should all wear bandanas to cover our faces so we are more difficult to identify if any of them survive."


Erm looks thoughtful, Great idea. Can I borrow a bandana?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I pull out my bedroll and cut 4 pieces of cloth that can be wrapped around our faces like a scarf. I hand 1 to each of us.
"Here you go Erm."


Caldir wrote:

I pull out my bedroll and cut 4 pieces of cloth that can be wrapped around our faces like a scarf. I hand 1 to each of us.

"Here you go Erm."

ATTA BOY!


You settle in after making sure that you have done everything you can to aid Rizzardo and Ermolos in their attempts of stealth (aid other). Form the road they seem just part of the background. Settling in with Morosino he asks, What actions do you look for from me Caldir; guard your back while you try to stop the wagon?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Guard my back and watch yourself, don't move until I do"


Smiling enthusiastically, I can't believe "I" am going to help resuce Arael! If anything, I always imagined it would be me doing something stupid and him rescuing me... Morosino sits and savors that thought for a while They should be here any time now.

Any other actions before the arrival of the prisoner convoy?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I have 2 healing potions. One left over from what the female hell knight gave me when I first started adventuring and one left over from what Janiven gave me. I hand the one I got from the hell knight to Morosino. "If you are injured drink this, it should heal your wounds."


You are to kind Caldir. Now I see why Janiven was so insistent on recruiting you. It will be a long road to travel, but with your aid I'm sure we will be able to help improve the conditions for the citizens of Westcrown.

DM screen:
CaldirPerception: 1d20 + 13 ⇒ (6) + 13 = 19

A short while later, you believe you hear the sound of harnesses and the light chatter of humans approaching your position. Your eyes are able to pick out the glinting form or several armored figures riding towards you.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I get my weapons ready and stay hidden until the coach crosses the bridge, do I see Janiven and her group?


The armed column approaches you at a leisurely pace. You see 6 armed and armored men on sturdy steeds dressed with chain barding. Behind them is the prisoner wagon with two similarly equipped men driving and one one the roof of the wagon manning a deadly looking mounted mini-scorpion. From the dust rising behind the wagon you assume their are more men trailing it. The 6 riders are spaced about 5 feet L/R and 10 feet between groups of twos. The last of the six is about 30 feet in front of the wagon. The front edge of the column is 200' from your position, steadily advancing towards the bridge.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Keep my position and wait for Janiven to make her move.


The first four riders are across the bridge when you hear one of them cry out, Hey! Up ahead! Look, it's some fool group trying to lay in wait for us! Can't be worth much of a damn if that's the best they can hide in ambush. The fools! Let's show them that the Order of the Rack is not to be trifled with! All six launch into a gallop and head up the path. As they do, the wagon pulls up short of the turn about and waits. You see the two drivers talking excitedly to the man on the roof who shouts something to the folks behind him.

Any action or continue to hold?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Is the wagon on my side of the bridge? How close is it to me? Can I tell how many men are trailing the wagon now?


The wagon is on your side (South) of the bridge. The 6 horsemen are over the bridge (North). The wagon is about 100' from you and 70' from the turn-a-bout entrance. You know there is someone behind the wagon based on the conversations you witnessed between the guys on the wagon. You see 3 on the wagon maybe 4-6 behind (including on the back of the wagon)?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I will wait for a bit to see if the wagon heads to the turn-a-bout.

Continue to listen and watch the wagon, guys on the wagon, etc. to see if I can learn anything useful.

perception: 1d20 + 13 ⇒ (20) + 13 = 33


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I'm probably gonna wish I had that roll back when the sh*t hits the fan here in a couple of minutes.


As you wait and watch, Morosino's nerveous breaths next to you, you see two more men on horseback ride up to the the front side of the wagon with two men on foot trailing behind them. You hear clearly from the one horseman in better armor, What the hells do they think they are doing? Our mission is to get this prisoner to the Citadel, not chasing after fool ambushes. Asmodeus' flaming nuts this has gone sour...

As he speaks the squeal of horses in pain comes from the far side of the bridge and you hear the crash of at least a few men in armor falling to the ground.

Now what! Timodean, ride up there and see what the hell is gone wrong now. My guess is caltrops. Hope one of those fools gets killed by the arrow fire. THAT will teach them discipline! You lot, get this wagon turned around, NOW. Back to the city for more men. No freedom for this scum today...

The other rider trots off to where the ambush is taking place ahead while the wagon approaches your position and the turn-a-bout.

There are 4 men on foot (2 drivers, one on the roof, and one actually walking on foot) as well as the horseman in command.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Wait until the wagon reaches its closest point to me, then strike. I will go for the guy on the roof of the wagon.

(Do we get a surprise round with lots of flanking bonuses and sneak attacks? Or just roll initiative?)


At the urgings of the mounted warrior, the wagon begins moving towards you. The man on horse rides up to the edge of the bridge and watches the ambush unfold, muttering to himself and shaking his head in apparent disgust.

Caldir Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
mounted man's perception: 1d20 + 4 ⇒ (14) + 4 = 18
Caldir acrobatics: 1d20 + 11 ⇒ (20) + 11 = 31

Waiting until the wagon is just starting it's turn, you bound out of your position, rushing past the two men driving the wagon What the hells was that? and using their seat to springboard yourself onto the roof landing in a perfect striking position to take out the man on the roof.

You do indeed get a round of surprise and then roll for initiative.

Rack initiative: 1d20 + 3 ⇒ (13) + 3 = 16


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

surprise round attacks are below, just used my normal to hit, figure enemy will only have flat footed AC, added 2d6 sneak attack to damage, if I don't get that then subtract out the extra damage if necessary

attack1: 1d20 + 5 ⇒ (20) + 5 = 25
attack2: 1d20 + 5 ⇒ (19) + 5 = 24

damage1: 3d6 + 2 ⇒ (4, 5, 5) + 2 = 16
damage2: 3d6 + 1 ⇒ (5, 2, 3) + 1 = 11

initiative: 1d20 + 7 ⇒ (19) + 7 = 26


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

If those rolls don't take somebody down...

confirmcrit1: 1d20 + 5 ⇒ (15) + 5 = 20

confirmcrit2: 1d20 + 5 ⇒ (15) + 5 = 20


Caldir wrote:

If those rolls don't take somebody down...

[dice=confirmcrit1]1d20 +5

[dice=confirmcrit2]1d20 +5

Let's see some damage rolls for those confirmed criticals! I just want to see how ridiculously this guy dies.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Dam1: 1d6 + 2 ⇒ (2) + 2 = 4

Dam2: 1d6 + 1 ⇒ (1) + 1 = 2


Caldir wrote:

[dice=Dam1]1d6 + 2

[dice=Dam2]1d6 + 1

What a come down... :)


You will always remember the surprised look the man on the roof of the wagon had on his face right before one of your blades opened his throat like a filleted fish while the other slid between a joint in is armor and pierced his heart. With a surprised Oooh... gurgling out of his split throat he slips off of your blade and tumbles to the ground.

You look down to see Rizz and Erm doing their best to unseat the horseman, but he is a far superior warrior to either of them and easily pushes back their enthusiastic assault. Meanwhile Morosino appears to be in an evenly matched battle with the remaining foot soldier. The two warriors driving the wagon appear to be trying to figure out where to direct their efforts with one trying to peer up on the roof while the other is getting ready to dismount and help against Morosino.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Yes a bit of a let down. But I won initiative so can I want to attack one of the two drivers if possible.
And since they have not acted yet they should still be flat footed, so I should get to sneak attack again! If not please subtract.

attack1: 1d20 + 5 ⇒ (2) + 5 = 7
attack2: 1d20 + 5 ⇒ (6) + 5 = 11

dam1: 3d6 + 2 ⇒ (2, 4, 4) + 2 = 12
dam2: 3d6 + 1 ⇒ (1, 3, 2) + 1 = 7


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

ha ha, those rolls should bring me back to reality


Look at you with your flat footed rules reading! :)

Exulting in your quick dispatch of the roof bound foe you can't find good footing as you lash downward to try and knock out one of the drivers. He swings back!

Rack driver: 1d20 + 3 ⇒ (6) + 3 = 9

But you easily parry his blow. His companion seeing your assault stops looking to dismount and also strikes at you.

Rack driver 2: 1d20 + 3 ⇒ (13) + 3 = 16

This swipe comes much closer, but you nimbly dance aside.

Your companions continue to struggle with their foes.

I'm going to switch to keeping the initiative order as it speeds things up a little or makes less work for me. Your action!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Finish them quickly guys!"

attack1: 1d20 + 5 ⇒ (14) + 5 = 19
attack2: 1d20 + 5 ⇒ (7) + 5 = 12

dam1: 1d6 + 2 ⇒ (1) + 2 = 3
dam2: 1d6 + 2 ⇒ (5) + 2 = 7


Your first blade draws blood, finding a gap in the man's defense.

The drivers retaliate!

Driver 1: 1d20 + 3 ⇒ (2) + 3 = 5
Driver 2: 1d20 + 3 ⇒ (15) + 3 = 18
Driver 2: 1d8 + 2 ⇒ (6) + 2 = 8

The second driver draws blood in return. We'll show you to trifle with the men of the Rack!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

att1: 1d20 + 5 ⇒ (13) + 5 = 18
att2: 1d20 + 5 ⇒ (16) + 5 = 21

dam1: 1d6 + 2 ⇒ (1) + 2 = 3
dam2: 1d6 + 1 ⇒ (2) + 1 = 3


The first driver bleeds now from 3 small wounds. Apparently if you prick them they DO bleed!

Driver 1: 1d20 + 3 ⇒ (14) + 3 = 17
Driver 2: 1d20 + 3 ⇒ (8) + 3 = 11
Driver 1: 1d8 + 2 ⇒ (1) + 2 = 3

He smiles as he inflicts a wound of his own! Your allies continue to struggle with their own combats, none gaining an advantage.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

attack1: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d6 + 2 ⇒ (1) + 2 = 3

attack2: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 1 ⇒ (5) + 1 = 6


The battle continues furiously as you miss twice. The drivers respond!

Driver 1: 1d20 + 3 ⇒ (10) + 3 = 13
Driver 2: 1d20 + 3 ⇒ (8) + 3 = 11

Reciprocating with misses of their own.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Arrggghhh"

attack1: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 2 ⇒ (1) + 2 = 3

attack2: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 1 ⇒ (3) + 1 = 4

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