| DM Darkvision |
It is 300' up the hill, you are stuck with a quarter moon unless you want to try waiting around for weeks. Other than Quinray and Kentaur you all need some light to see.
Quinray disappears from your view when he hits the first set of bushes, roll perception if you want to try to spot him.
Stealth rolls for anyone going up the hill after Quinray .
| Tirnel Stargazer |
As Quinray disappears into the darkness of the hill-I guess we should have given him a rock with 'light' cast on it to unveil and let us know when or if to advance. ~sigh~ Can't think of everything I guess.
Quietly to the group-Well he's either dead or safe; let's go find out. Kentaur if you cast light on this rock I'll place it in a sack and let out a little bit of light for Milo and Ibram to follow me with. Let's go up with Kentaur first, then me in the middle of Milo and Ibram.
Yuelra hold the weave tight...
stealth: 1d20 + 4 ⇒ (3) + 4 = 7
| Tirnel Stargazer |
Tirnel squints up at the wall trying to make out Quinray's form-Well I guess he made it this far. I'll go up first so none of you and your ironworks fall down on me.
climb: 1d20 ⇒ 9
| Quinray Quantreant |
As Quinray was waiting for the super loud Wizard and Paladin, he was taking stock of his surroundings on the wall. Will relay any information he knows and move forward if necessary to advance their safe position.
I cannot believe we have not been found yet?
perception: 1d20 + 14 ⇒ (20) + 14 = 34
| DM Darkvision |
Everyone makes it over the wall.
You've come over the wall close to the SE corner. The keep is a large rectangular building you do not see any entrances to the keep on the S or E sides. Almost directly ahead of you are a set of steep stairs that go up to a walkway that connects the three towers and a section of the roof of the main keep. Quinray does not see any of the guards but he can hear two of them whispering, must be the ones in the main tower near the gate.
| Quinray Quantreant |
Quinray looking at the mastermind Tirnel...gestures two in tower one walking guard. Who dies first as he slides a finger across his throat. If Tirnel does not understand. Quinray whisphers
I hear two men Whisphering in the tower. Maybe we wait for the lone guard who walks the walls first? Or should we first take out the two guards in the tower?
| Tirnel Stargazer |
I'm so stupid sometimes...
Tirnel casts message on Quinray, Ibram, and Kentaur. I'll be able to include you when I'm stronger Milo; plus I'm not sure you want to listen to me anyways. Tirnel gives a rare chuckle at his knowing wit.
Unless the roving guard is close-I think it's best if Quinray and Milo sneak up to the two men in the tower and try to take them out. As soon as they start their attack the three of us will follow, if need be, to finish them off, keeping an eye on the third guard in case he comes to their aid. If the two above are able to sound the alarm we should have a good perch from their position to volley at any foes down below and a convenient choke point with the stairs to prevent any large rush by those opposing us. Unless anyone else has a smarter idea, let's move out.
| Milo Keen-Eye |
Can the elf read minds now?
To Quinray-If you agree with Tirnel's plan, let's go. I'll try and stay out of your way and hopefully we can get a good sneak attack off on them before they can respond. With surprise on our side we should make quick work of them.
Turning to Ibram-Brother, make sure that third one or any of his friends aren't surprising us from behind whilst we try and do the same to their fellows.
He readies his bow and moves quietly up the stairs behind Quinray.
stealth: 1d20 + 2 ⇒ (19) + 2 = 21
| Quinray Quantreant |
Does Quinray think he can sneak attack with his bow? Or does he have to go in with his rapier.?
One bow sneak attack and then close quarters with rapier.
stealth: 1d20 + 11 ⇒ (18) + 11 = 29
LB: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d8 + 1 ⇒ (6) + 1 = 7
sneak: 2d6 ⇒ (4, 5) = 9
LB: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d8 + 1 ⇒ (8) + 1 = 9
sneak: 2d6 ⇒ (4, 5) = 9
crit: 2d8 + 2 ⇒ (2, 7) + 2 = 11
Forgot -2 but what are my pluses when I sneak and flank [and heal]
| Milo Keen-Eye |
OOOH! Milo wants some of that sweet, sweet, sneak-attack action!
rapid shot: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 131d8 + 4 ⇒ (6) + 4 = 10
rapid shot: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 121d8 + 4 ⇒ (3) + 4 = 7
Hopefully they are flat-footed AC
| Quinray Quantreant |
Wow that was a major let down. Thought we were there with our stealth. Maybe we should just leave this fortess of bandit doom.
How many stealth rolls will it take to get there?
| Milo Keen-Eye |
Quietly to Quinray-Let's wait here a few moments; do you hear anything?
Milo strains to hear a sound or see a light from either direction.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
| Quinray Quantreant |
Sure!? While I am standing in the wide open on a wooden walkway I am going to use my senses. Stop everyone look, but you cannot see me. Quinray moves to the tower where the sounds came from.
Milo, we are standing in the open. I am moving.
stealth: 1d20 + 11 ⇒ (9) + 11 = 20
| Milo Keen-Eye |
And I thought Tirnel was the condescending arse! :D
No change to Milo's actions as he just looks a little stunned as Quinray slinks off to 'the tower where the sounds came from' that the DM pretty clearly indicated we didn't know which tower it was-West or North.
Hoping my DC 25 perception roll gives me a clue of which direction to go in.
| Quinray Quantreant |
If Quinray is the condescending arse so be it. Surprise to Quinray though. Rolled 20. Figured he knew where it was from. He was rolling incredible.
Quinray relies on his instincts to direct him to the correct tower. Must be the "ones in the main tower near the gate."
| Milo Keen-Eye |
Milo's pulse begins to race as he hears Quinray move off.
Damn it! Why didn't I follow him?
In a near panic he moves towards where he last heard Quinray headed-the main gate tower.
stealth: 1d20 + 2 ⇒ (19) + 2 = 21
| Tirnel Stargazer |
They have been gone quite a while...
Quinray, can you hear me? Is everything OK up there?
Tirnel squints into the darkness, urging his elven eyes to see something useful that he could hit with a bow or a spell.
perception: 1d20 + 5 ⇒ (12) + 5 = 17
| Quinray Quantreant |
Quinray moves forward and hopes to take them out.
Here goes everything... They hear me I fire two bow shot and will go close quarter if necessary.
stealth: 1d20 + 11 ⇒ (20) + 11 = 31
LB: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d8 + 1 ⇒ (5) + 1 = 6
sneak: 2d6 ⇒ (6, 3) = 9
LB: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d8 + 1 ⇒ (3) + 1 = 4
sneak: 2d6 ⇒ (6, 5) = 11
| DM Darkvision |
Quinray's arrows strike the tower with two loud thumps.
"What the f$&+ was that?"
The 2 men ready their bows and squat down in the tower taking advantage of its offered cover while trying to determine what is going on.
perception: 1d20 + 5 ⇒ (15) + 5 = 20
perception: 1d20 + 5 ⇒ (1) + 5 = 6
party action
| Quinray Quantreant |
I need help in understanding movement. Once again I am off. Thought I charged in (20 stealth)to the tower to catch them flat footed with no cover. Charged in point blank. will stand and fight.
Quinray will now charge forward???!! Nothing else to do. They heard me and I need to stop them from crying an alarm.
| Quinray Quantreant |
GM: yes Quinray's plan was to stealthily move in and plant two arrow and kill one of them and then rapier the second. Wish Milo would have been with me but it is what it is.
We have an advantage and need to take out the tower immediately before we are found out. Why is Milo still standing there?
| DM Darkvision |
Quinray sneaks to the tower and fires his arrows which both miss.
Q Init : 1d20 + 7 ⇒ (11) + 7 = 18
Guards Init: 1d20 + 4 ⇒ (5) + 4 = 9
Quinray action in the tower.
Milo you see Quinray enter the tower hear arrows fired an an exclamation from the guards.
Milo can shoot arrows or move forward to the tower.
| Milo Keen-Eye |
If Milo can get a set of clean, no-penalty, rapid shot arrows off at a guard he does; otherwise he double moves into the tower to melee in round 2.
Let me know.
| Quinray Quantreant |
Those were pretty lousy rolls. Quinray completely expected to kill one of them. No special bonuses?
I am not sure how this works. Can I still fire arrows at point blank range or do I need to shift to rapier? Prefer bow.
LB: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
LB: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
damage: 1d8 + 1 ⇒ (6) + 1 = 7
Or
rapier: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Rolled so well before
| DM Darkvision |
Quinray's bonus was the enemy was flat-footed AC but 13 didn't hit. You can use bow since that is your preference.
Quinray's first arrow strikes and wounds one of the opponents. They both strike back opening gashes in Quinray's side.
"Die you sneaky f&~!!"
falchion: 1d20 + 7 ⇒ (15) + 7 = 22
Dam: 2d4 + 4 ⇒ (3, 1) + 4 = 8
falchion: 1d20 + 7 ⇒ (15) + 7 = 22
Dam: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Quinray and Milo action.
Tirnel and the rest can now here sounds of fighting.
| Quinray Quantreant |
Nice rolls cheesy guards. Have some of this!
LB: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
damage: 1d8 + 1 ⇒ (8) + 1 = 9
LB: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
damage: 1d8 + 1 ⇒ (3) + 1 = 4
10/29 HP left
| Milo Keen-Eye |
Milo does his best to finish off the guard with the arrow sticking out.
Sorry I'm late Quinray!
falcionPA: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 82d4 + 9 + 1 ⇒ (1, 2) + 9 + 1 = 13
| Tirnel Stargazer |
Sounds like that's Quinray and Milo letting us know it's time to take the stage. Let's go!
Tirnel double moves towards the noise until he's in spell range (50').