Within the hole are several masterwork weapons, light and some medium armors as well as 776 Gold pieces worth of coin, all of which is wrapped in a sack.
Marc's Findings:
Within the hole, a large wrapped bundle of dark silken cloth contains what appears to be an old cleric's belongings. The cloak itself glows with magic, and wrapped within the expensive cut cloth cloak, complete with hood, is a wand, an old heavy mace, chain shirt and a roll of bandages. All of these items, aside from the mace, are made of exquisite materials.
Cloak of Resistance, +1
Wand of Cure Light Wounds, 50 Charges
Bandages of Rapid Recovery
Masterwork Chain Shirt
Heavy Mace
Also, laying underneath the pile are obviously master-crafted weapons, stolen or pilfered through the bandits' exploits, including a basket-hilted rapier with falcons and what looks like a long-fanged ferret.
Masterwork Rapier
Athel's Findings:
Athel, who has since come over to inspect the hole, finds an altogether different but equally useful pile of treasure. While his discovery is not as extensive as Marc's, he does find what appears to be an exoticly shaped weapon, a bow with a spear blade masterfully crafted into the wood without taking away from the overall strength of the bow, as well as a quiver of arrows, as well as an amulet that he knows his bird companion would feinetly benefit from. (20) This masterwork weapon glows dully with a small amount of magic, both the bow and the spear blade. This weapon was created by the ancient elven kingdom of Laeofalas, long since gone, but this one relic remains.
+1 Laeofalas Bow (Exotic Weapon) D8 Longbow, 100 Ft, 20/x3, D8 Spear. (An archer using this bow cannot shoot and attack with the spear blade in the same turn)
20 Arrows
Amulet of Natural Armor, +1
Arjhann's Findings:
Laying at the very bottom of this treasure trove, a strange and magnificent weapon glimmers to Arjhann's eyes, and from the pile his taloned hand pulls out a weapon as equally exotic as Athel's new bow. The blade of a massive axe terminates one end, while a scythe-like hook rests on the other, both ends obviously meant for heavy combat.
A relic of the Dragon Wars, no one can be sure how simple bandits managed to acquire such a rare weapon as a Caex-Thros Axe, since most of these wondrous items were destroyed during the Drakon Purge.
+1 Caex-Thros Axe (Exotic Weapon) Double Weapon D10 Axe (Slashing)/D4 Hook (Piercing, Disarm)
Within Bor's destroyed tent, you find, first of all, the huge rock dropped onto it, which has crushed the table and one of the chairs within. Pieces of paper lay scattered everywhere, as well as an empty armor rack, a weapons rack which contains three daggers, two short swords and a spear, and a chest, which, when opened, contains...
Bor's Orders:
Bors, take your company of men from the camp and look about for any abandoned castles or towns with defensible positions. The Orcs are pressing in closer and closer, we need a more easily defendable place for when we have to meet them in combat. Also, cut down on the raiding, we're back in Hedon now, no need to cause more trouble than we're worth. The last thing we need is some group of would-be heroes getting in our way. And for god's sakes man, keep your eyes on the sky!
The Black Fox
Alongside the opened letter you find a map of the adjoining country, Fedalar, and crossed out regions of that country where the bandits have most likely already raided.
Bors listens to all of this with a stony passiveness to his blunt, ugly features, but shakes his head at Marc's request before eyeing the lad. "Ye ask me to take you to my Boss' camp so ye all can attack it too? Not sure how well that'd go for anyone lad, especially you young folks. Gregor'd spit the Drakon in a heartbeat, and have the rest of ye done for soon after. He's lightning with that rapier o his, and he can pin a squirrel to a tree without killing it from over 100 feet away with that bow."
He watches as the adventurers salvage the camp, looking for magical items or gold and he sighs, glancing forlornly at his falchion, wondering when it too would be added to the pile.
Looking through the camp, you amass 1000g worth of coins, as well as plenty of suits of leather armor, arrows, shortbows, assorted weaponry and supplies.
Perception DC 15:
You spot an overturned log that, when removed, covers a hole in the ground, containing several items that glow from the magic dwoemers laced through them.
Everyone please put down here what you wanted your 2000g worth of Magical items/weapon/armor and I will edit the original loot pile.
P.S Arjhann, Serena or Athel, you never have voiced what you wanted your reward to be? Have anything in mind?
The Cloak of Resistance I mind not at all, nor the Scabbard, those are easy to incorporate items for loot, just let me know what you would each like to find when searching the camp.
Bors looks between all of them and sighs, glancing up at Serena, glad for once to have that off his chest. He is not a man who likes to feel like his oldest friends are beyond his help, but then again no man fit that description in Bors' mind.
"Aye, something seems off about Gregor, that I admit, but he's still the same man. Still got the same face he always wore even in the guard, lass, angry, confused, set-like."
He tells Serena everything he knows of, then sits back against the tree and waits for the adventurers to finish their talk. He realizes he might have a chance to be let go alive though, and before they finish deliberations, he adds in, for Gregor's sake, not his own, "Ye all be better people than I had been a'guessing, spare my life if ye want, but if ye can...do for Gregor what ye did for me, be willin' to listen. We didn't want all this"
After that, Bors is silent, rememerbing the good old days back when he and Gregor had laughed about Politics and the like.
Bors looks back to Serena then and his scowl softens somewhat. He glowers between her and Marc for a moment then looks only to her. "I'll speak to the lass and no one else..." he growls out softly.
When the others give them space, Bors begins moving but only to try and sit upright. If Serena helps him, it gives her a further bonus to Diplomacy, but he does not expect her to untie him, nor should she. Instead, He sits his back against the tree and looks into the pretty girl's eyes for a moment then sighs.
"Ye don't seem the type o' lass to be trekkin' about in the woods after bandits. Ye have my respect for that Lass. Gregor...is my boss, who ye might call "The Black Fox'," Bors chuckles at the title and then tells Serena as much as he can or at least as much as he thinks she deserves, making sure she understands that she knows that the Black Fox, otherwise known as Arnast Gregor, would most likely kill her and her friends before long.
The Story of Arnast Gregor and Bors Gloran:
Many years ago, Bors and Gregor were guards in the city of Maraz, serving the people and the castle. Gregor was one of the royal scouts and rangers, who helped safeguard the lands. However, as politcal machinations began to build, Gregor grew sick of it all and departed Maraz with Bors and as many men would follow him into the wilds. He set himself up as a bandit chief in the country-side, his tactics quickly growing more and more tactical as well as ruthless. He never dared leave the forests nor raid the villages close to the capitol. He gathered many followers from the villages most farthest away from the city, many had no love for the Imperials any longer.
Several months ago, a stranger had come calling to the Black Fox's 'den'. All who had attempted to stop him had been killed brutally, and the man's heavy dark cloak was soaked with blood, the blade in his hands a simple, black dagger. He confronted Gregor who fought him but he defeated the skilled swordsman easily, promising to spare his life if he served him and his master. The two had gone inside of Gregor's tent for hours, leaving Bors and the others to clean up after the dead.
When Gregor had come back out, he had done so alone, the stranger never emerged from the tent, Bors had thought he had either walked outt he other end of the tent although there was no exit hole cut there, or simply vanished into thin air. Gregor had martialed the men and began marching towards the Capitol, telling none his secret orders, only telling them that no questions were to be asked. So far they had come this way, to Bor's knowledge, only to escape the encroaching orcs. The bandits had fought them several times before, but still Gregor acted as if they were unimportant. Why, Bors does not know.
After he ends the story, Bors shuts his mouth and says no more, muttering to himself. He is distrustful of elves, which he is sure the cloaked man was, as well as Drakon which are painted to be monsters.
Bors looks up into Marc's eyes and cannot resist a shudder going up his spine at the steel in the boy's eyes, reminding him so much of Gregor back in their days as soldiers for the King. He sighed at the memory but maintained his scowl to hide the sweat beading on his brow. He looks up into Serena's eyes as well as she speaks to him softly but he remains unimpressed as of yet.
I would need Diplomacy from you Serena, and at least 18 DC, Marc and Arjhann have helped lower the DC but Bors is a tough nut to crack
He sucks on his blackened teeth for a minute, looking between the adventurers evenly then, reluctantly, he allows a little to escape out. He is not afraid of dying, the things he has seen have made him numb to the prospect, and while he did not WANT to die, he still woudln't beg and cave like one of his lackeys might have.
"What I said is none of yer business girl. I swore me life to Gregor and promised to help 'im create the world he wanted to so bad. I won't be swayed by some pretty girl and a boy with a sword, nor a mons...Drakon..." the man looks as if sayingt he name makes him feel sick and he makes to spit again then thinks better of it.
The lack of an axe or sword at his throat helps him get past a little of his inner walls, but his eyes immediately harden at the thought of these four going after his boss. He would not betray Gregor. But what if they weren't especially after Gregor but the men who he spoke to privately and always set him off so badly?
He risked it, he wasn't an especially smart man after all. "What ye intend when it comes to meetin' with the Black Fox? Ye after the cloaked men who come see 'im? Or ye just cutthroat mercenaries out for coin?" That time he did spit.
Bors Gloran grins up at the two men and spits at the Drakon's boots. He is no coward, and he knows exactly what will happen to him if the Black Fox got a hold of him.
"Very brave boy but you are bitin' off more than you can chew by taking on the Fox. He'll have your tongue from your pretty head before long. And take the monster here for his rug." He spits again and glances around the campsite, at Serena and Athel and the recovering bird. He grins back up at Marc and Arjhann fearlessly. "Aye, yer' all going to die...Fox has got more men than even here. Plan all ye like, kill me if you wish, I give not a damn. Hope a bloody dragon lands on all of ye."
After that the large man spits again and glances aagain at his falchion. A small disappointed frown twists his ugly features. Under his breath he mutters something.
Perception DC 10
Bor's Whisper:
"Would have liked to see the world ye always talked about Gregor... Least I'll never have to look at that Aldrous man again..."
A shiver goes up the man's spine for a moment.
He looks back up at Marc then. " Do it Goldy-lockes. If yer' gonna kill Bors Gloran, don't waste time on doing it!"
•Do we still get a bonus skill (Imperial bonus), or was that just 1st level?
•Hit points rolled? Any minimum?
The Racial Bonus only applies to first level as you suspected.
Hitpoints are determined by half hit-die plus 1 plus Con mod.
Those spells all sound quite useful Marc. The Wand is easy to incorporate, no worries. Not exactly sure what the others are right now but no worries on those kind of items that affect how much you can carry. Unless you plan on piling everything in the camp to take with u in a cart, you can always gather it back up later to sell and such. Is there any other items you would like to have Marc?
Athel- Actually gm there is something I wanted to run by you since this is an epic campaign I'll have to email you using a comp cause my phone can't handle the complexity of it lol but just an idea
Look forwards to hearing about it.
Serena, no worries on the adding of new people, just let them know the specfics and have them post on the Recruitment thread so I can look them over.
Glad you all are still wanting to continue.
Also on Xlarion, the big bird'll be making a full recovery so yes he is going to be just as annoying or even more so to me. Then again I like him and killing minions with a giant bird is funny to me.
No worries Marc, Arjhann is back on his feet now. Sorry about the hecticness of that fight.
If you all could please do me a favor?
LEVEL UP.
Each of you Progresses to Level 2.
If there is a certain magical object under 2000g, or a +1 Weapon, each of you would like to have, please inform me and it will be added to the total loot of this encounter.
Arjhann is revived. I do not remember which version I played it in but any sort of magical healing besides a potion restores a downed character to 0 HP and that is the way I would prefer to play this out rather than forcing Marc to spend both of his uses of the spell and Arjhann still be out cold.
The Dragon Man awakens to Marc kneeling over him and while his entire body aches with pain, he is very much alive.
Bors shouts from nearby, directly at Marc after seeing what the man did, "Ye Damned fool! What did ye revive the monster for?! Let the thing die I say!!! It's naught but a beast! Stick it now while its still down!"
Not even my touch AC is quite that low...well not on these characters anyways
Serena's blinding ray soars over the bandits heads.
Now implementing my plan. Sorry to cut this short but this combat has gone on long enough, and too many hazards exist
Their nerves failing, Bandits 2, 4, 5, 8 and 9 all turn tail and resume fleeing. This job was far too dangerous and despite their leader's recovery, they run and keep running. It is uncertain if they will ever return, but that is 5 bandits that won't be at the battle or in this one any longer.
Bors Gloran curses his ill luck for the gods giving him useless cowards and again strains to break out of his bindings.
1d20 - 3 + 2 ⇒ (2) - 3 + 2 = 1 So...no.
Yet again, Bors is stymed by the ropes binding him. Perhaps Serena did a better job than she thought.
Well as I see it, looking at the party as an ever evolving team of heroes with each of their own special abilities:
Marc Gillson: Party Face and Leader, Striker Swordsman and Strategist, Wielder of Arcane Magic.
Serena Eversong: Controller and Caster, Experienced Wielder of Illusion Magic.
Athel Loran: Far-Range Striker, Knowledge of Wilderness and Archer, also Bonded to Xlarion, Melee Striker
Arjhann: Party "Tank" or "Tin-Man", Frontline fighter and Weapon-master
The Roles that I might want to see filled are to compliment the existing ones. Another caster to help Serena control and blast wouldn't hurt, or even a Divine class such as Cleric or Inquisitor. A Melee class, a personal favorite of mine, such as Rogue or Ranger would be excellent as well, since if they could coordinate with Arjhann, it affects flanking bonuses, as well as being able to be depended on in situations like this to soak and bleed the enemy.
ARCANE: Wizard, Sorceror etc.
DIVINE: Cleric (*), Inquisitor etc.
MARTIAL: Ranger, Rouge, Fighter, etc.
I don't mean to make this complicated for all of you.
Also on Hero Points, to me, neither seems like a personal strength, since spending too much is bad as well as not spending them. We could always try and use the system one per Encounter as in 4E. In any case, we can work it out.
Also, I think I'll just have Serena act and maybe the five will run away. I think after all of this, you've all gained a reprieve. Also, anyone starting to think this is all worth a lot more than 200 g?? hahaha...stinting peasants.
Well Marc, just as a reminder she will need to make all three just like everyone else did at the start. Same specifics on race and such, I look forwards to seeing her character, but please do remind her to stay away from extra content. Also if she's interested in joining Arjhann in the frontline, what sort of fighter/ranger is she hoping to play? I have the party roles pretty well devised and the loot systems set up accordingly, you all have some very nice stuff headed your way once you get to the first major boss fight. For ex. Athel is an expressed Archer, so there are a few nice archery stuff lined up for him that you all would EASILY agree he should take, likewise with each of you so far.
If you could each express a wish towards SPECIFIC loot you would really like to have consider be added to the pool, let me know. There is a max gold limit, nothing that improves stats but magical items or weapons that you specifically would really like to see your characters have. I feel like I owe all of you a bit from this encounter, especially since it is going so chaotically. Also Serena, go ahead and act.
From now on though I will be toning down the number of baddies and am considering renigging the presence of, what, 5 extra bandits, because this has gone on long enough and I'm afraid you all are going to die if I don't do something. This is fair to neither you, as players, or me as a GM who's really enjoying the characters so far.
Also Marc, on the note of "Hero Points" I have never used them before and frankly it would take a lot to incorporate them into my world. Especially since under all those rules each of you would already have 3 Points already from backstory and character building, and Xlarion would need them as well. I like the idea of you all having a bit of "Heroic Intervention" on your side since the fights get no easier, but then I must also give them to my baddies as well :/ how about we give them a try but on thin ice? sound good to everyone?
Bandits 4 and 8 continue moving towards the action, hefting their weapons and one glancing back to see Bandit 12 doing the same as he approaches the downed Drakon's body.
Bandits 2, 5 and 9 All hurry towards Marc and Xlarion, eyes alight with murder and raising their weapons in anticipation to hack the swordsman and bird down to size.
2 vs Marc 1d20 + 2 ⇒ (12) + 2 = 14
5 vs Marc1d20 + 2 ⇒ (8) + 2 = 10
9 vs Xlarion1d20 + 2 ⇒ (15) + 2 = 17
None of them are able to even touch Marc or the young Roc however.
1d6 + 2 ⇒ (4) + 2 = 6-.-...son of a...OK no no crit this time this is starting to get depressing...
With a roar of triumph, Bandit 6 finally connects with the giant Roc, and powerfully. Xlarion cries out in pain and shrieks in the man's ears, his grin shaking in the face of the enraged bird.
This may be a good time to halt the action and call in the new person...After Marc's turn. Or You all can decide to try this again. This is sort of depressing for me, since doing the numbers, The Bandit crits on Xlarion and takes him down. BADLY. Up to you guys. The dice on here are total @ss munching...
Bor Gloran comes about slowly, blinking away the lights that downed him and realizes with a start that he is tied and bound on the forest floor, weapon cast away and the battle still raging. With a loud, disorientated curse he begins struggling to free himself.
Serena, what does Blinding Touch do again? Because that DOES hit the Bandits. I'm pretty sure that hits almost anyone here, sad thing about TOUCH AC if you aren't a Will'o'Wisp
Only Bandit 12 is finally able to Marshall himself and turns back to help. The rest of his companions are lost among the trees.
Bandits 4 and 8 double move to Arjhann's current position, while Bandits 2, 5, and 9 all move up cautiously towards Marc and the Great Bird, taking care to try and avoid the shrieking arrows of the archer in the background.
Bandit 2 feels the sting of Athel's arrow and Bandit 7 grunts in agony as Marc's rapier pierces his flesh, sliding to the ground in death. His companion ducks the Roc's savage attacks though.
Bandit 6, Xlarion: 1d20 + 2 ⇒ (14) + 2 = 16
Startled by Xlarion's savage cries, the man turns and hacks at the Bird, barely missing him but the Roc is quick to dodge the attack and return in earnest to the fray.
Bors Gloran is just now beginning to come around but sluggishly, and will not receive any actions this turn as he is only now being roused to the awareness of battle again. He is bound and he'll need a couple checks to remove the ropes.
That sounds fine Marc, i'm a little iffy on the details of that rule myself, also just have her post on the Recruitment thread and if you could explain to her the creation process for this thread, I'd really appreciate it so that she has a good idea of what all she wants to play. Once she is finished we'll go back to the usual method of having everyone vote on if her characters are going to be incorporated. Can't wait to see what she comes up with.
Unnarmed Strike 1d3 + 1 ⇒ (3) + 1 = 4
Bors takes 4 Non-Lethal Damage from Serena pointedly hitting him over the head but the ropes around his body are not very well tied. They will hold him for a while if he wakes but...not for long.
Bandits 4 and 8 turn around and Rally, but the rest keep running. They most likely won't stop until they reach the main camp, which could be problematic.
Bandits 2, 5, 9 all double move towards Marc across Arjhann, thinking him dead.
I will need two Dexterity Checks and one Strength roll Serena, adding in an unnarmed combat check.
The DC of the Dex checks are 14
The DC of the Strength Check must EXCEED 10, or take another check at a minus 2 each consecutive fail and dealing another unnarmed damage roll to the total.
Bors is still unconscious, and Arjhann is still bleeding slowly out onto the ground. He is fading very slowly, his natural tenacity is helping him greatly here.
Adding another player? Perfectly up to you guys if you feel you want to add another would-be hero to the group, but i'll need allowances from each of you on the matter. If one person says no, I will respect that and we will not add another person. i will need a good reason for either way.
Also, I don't know about all of you, but I personally prefer the machinism that it takes double your Con to kill you if you are bleeding out. If a single attack takes you to negative con or beyond, you die, but bleeding out is so dismally depressing to everyone so I use the rule that I was taught with. Also I'll rule that Arjhann's mind is barely conscious but...
Although he lays as if dead upon the forest floor, enough of Arjhann's mind remains that Marc's message is recieved, however groggily and the swordsman is made aware of the condition his friend is in.
You are now aware just how seriously injured Arjhann is, although only a Heal Check could reveal the exact number to you.
Bandits 2, 5 and 9 turn and rally, turning back towards the glitter of Marc's sword, their limbs shaking but their blades training on the man.
bandits 6, 7 and 10 All move into Melee range with the Swordsman Marc, their fear keeping them from striking with their truest aim.
6 1d20 + 1 ⇒ (8) + 1 = 9
7 1d20 + 1 ⇒ (6) + 1 = 7
10 1d20 + 1 ⇒ (20) + 1 = 21 Damage 1d6 + 2 ⇒ (1) + 2 = 3 Minus 1 from Shaken?
10 Critical Confirm 1d20 + 1 ⇒ (7) + 1 = 8
Marc's whirling rapier slashes away the repeated thrusts of the first two bandits but he drops his guard for a crucial second and the third strikes home, however lightly, with his short sword across Marc's thigh.
Also Marc, Arjhann definitely is within 110 feet. Does the Message spell allow unconscious recipients? Otherwise, pray continue with your beautiful slaughter of the remaining 3 bandits. We'll find out if the others ever stop running at the beginning of the next round.
So...Bandits: 2,3, 4, 5, 8, 9, 11, 12, 13, 14 and 16 all FLEE!!! Bandit 16 draws an AoO from Xlarion and Marc
Xlarion: Beak 1d20 + 2 ⇒ (2) + 2 = 4
Bandits really are cowards...Their leader gets color sprayed and more than half of them run like pansies. Oh well.
Bandits:
6
7
10
All move towards Xlarion and Mark, leaving the Drakon bleeding on the ground. They heft their swords and hatchets meaningfully, obviously feeling much braver than their fellows, who all turn tail and flee!
Bors is Unconscious, blinded and Stunned for 2d4 ⇒ (1, 4) = 5 Rounds
Bors blinks in surprise as the tiny slip of a girl abrutply charges him and before he can even raise his blade a cascade of colored lights flashes out from her hands and rushes over him. In mid-stride, his eyes roll back into his head and he collapses to the ground in a senseless heap.
The Archers and Bandits seeing this all cry out in alarm!
Oooooh yeah that is going to hit. Please just tell me all what Color Spray does again and then stand back for the hilarity once I have the full details of that delightful spells. Also Serena? You may be a gorgeous young woman but you just got a bonus reward, they're called BALLS! ha ha ha!
Crit not needed Marc. Btw to answer your question, Bors Gloran is about 40 feet away, but cannot charge because of the terrain. Still that's closer than I'll warrant any of you would like him to be...
Marc's Rapier sinks home and the bandit wielding the sword fighting the great bird abruptly falls to the side, eyes confused as blood fountains from his severed throat in a neat line.
Start with a defeat or not, none of you should die in any case -.- That was a Paizo monster rape attack on Arjhann there, 3 20's in a row is just ridiculous. In the instance of a TBK, since I like this group so much, we could discuss even retrying this encounter, but only once. That's up to all of you, I can't change the encounter but you can try different tactics.
And onto the Bandits. I am down to 14 Bandits. Marc and Serena are easily within range of going to Xlarion's aid, while Bors is maybe one more turn away but he's getting a little close.
...3...20's... That is a load of Bull. Seriously a Load of it. Oh well...Sorry Arjhann, and Athel. Diversion down. Arjhann -6/14 Athel 2/8 Again, sorry guys, I would change things if I could but I don't believe in Home-Rolling...I'll see what I can do, I am enjoying these characters too much to have them just DIE like this...
Bandit 13, Critical Confirm 1d20 + 2 ⇒ (5) + 2 = 7
The swarm of attacks batters through Arjhann's parries and the Drakon goes down under a hail of swords and clubs, and two archers spin to see Athel, loose arrows and one strikes him hard. Another Bandit breaks off to hack at the great bird Xlarion but both just barely miss the Roc. Things are quickly growing more dire for this group.
Ok so He might not have seen Serena but Marc is just barely spotted, but vanishes into the trees on the same instance that Bors also spots Serena and the large man grins evilly as he spots two opponents who are more to his liking.
Athel Loran's third arrow takes the man in the spine and the archer nearest him jerks and cries out, falling to one knee and screaming in agony as the feathered shaft tears into his body.
Arjhann's battle-axe slashes powerfully at the nearest bandit in three wickedly powerful strokes that he just barely is able to parry before one slips by, cutting the man nearly in half from the shoulder down to his gut. The man drops to the ground as blood fountains from his corpse and the bandits around him shy away from the dripping axe blade and keen sword.
Bors Gloran hefts his Falchion and begins trundling towards where he saw Serena and Marc, eager to split the two of the interlopers in half while his men deal with the upstart Drakon. Bors is happy he doesn't have to fight the creature himself, although if the blasted dragonspawn, thought only to be a legend, kept cutting down his troops, he might have to. Still, at least he could slaughter the golden-haired man and the girl. Bors wasn't a lewd man, he simply enjoyed killing far too much and his stumpy legs carry him quickly towards the pair, too far off but his falchion ready to cut them in twain.
As Serena and Marc skirt around the sight, they near where Xlarion is battling the archers, and possibly they could help the brave bird dispatch the men before they could continue firing at their companions. Athel is hidden within the trees, but he must come out of cover to fire, exposing him for a crucial second.
Since this is combat, with all the chaos therein, I'll say that this FIRST round, he doesn't see you. You'll need a second roll to make sure you aren't seen above DC 17 on ROUND 2
Top of the Order, Athel Loran. Sight to every one, can easily begin picking off people with that bow of yours, even opting for Stealth Kills if you keep moving, rolling stealth rolls above dc 15 and hitting.
10 of the Bandits rush at Ajrhann, Short swords, hatchets and clubs upraised as they all attempt to overpower the Drakon through sheer numbers. The remaining 5, one being attacked by Xlarion, quickly rush towards their bows, pluck them up and fire off 2 and 3 shots at the Roc and Arjhann, both already in the thick of combat.
Despite the press of numbers, only one Bandit succeeds in battering through the Drakon's hurried parries and his short sword deals a cruel slash across one of Arjhann's biceps, blood streaming from the wound.
Every single arrow shoots wide of the mark due to the press of combat, not one of the archers can land a single shot. Even the bandit slashing with his handaxe fails to even touch Xlarion and he falls back crying out for help.
Quick, My bad, Bors and the Bandits actually have these for Initiatives, wont change the order though, my slip up.
Bors: 11/20
2 bandits Dead. 16 to go.
Bors: 17
Bandits: 7
Bors swears loudly and points up with his falchion after the bird, ranting and raving and holding a hand to his head as he watches the confounded amubsher get away, then he grunts in sudden pain again as a magical blast knocks him back a step, spraying blood and immediately cauterizing the wound even as it is made. He claps a hand to his gut and swears again then looks around for the culprit!
Bors Perception: 1d20 + 6 ⇒ (13) + 6 = 19 Stealth Rolls please Marc and Serena, he might just see you.
The bandit running through the trees abruptly keels over as an arrow takes him in the back of the neck and the barbed tip bursts out of the front of his throat. He claws at it silently, gasping then sags to the ground. 1d8 + 6 ⇒ (3) + 6 = 9 so yes He is dead
Ajrhann's axe sinks home indeed and the bandit cries out in sudden agony as the blade rips through him and sends him toppling to the ground, jerking and spasming as blood pours from the grievous wound. He has lost control of his legs but he can still draw breath to scream again before shock begins to slowly kill him off.1d4 + 9 ⇒ (2) + 9 = 11 He is definitely going to die.
Bors looks around again and spots two of his men suddenly dead, and a huge, imposing mass of scales, armor and weapons standing over one of the corpses and he curses beneath his breath in sudden fear. "Drakon! He yells in panic, pointing his weapon at the warrior. "Drakon! Kill it, get it men!!" Bors actually draws a bit more away, putting the collapsed tent between him and the tree line in hopes of gaining some cover.
Anyone attempting to attack the Bandits will hit their Flatfooted, because I don't think anyone can rationalize that once a huge fricking bird drops a rock on their boss that they can immediatly spot a completely NON-avian foe.
Thought I would let you all know.
All of the sentries turn around at the cry of alarm and begin sprinting towards the campsite as fast as they can.
Athel you are allowed one more Attack to hit this bandit's flatfooted but at a minus 2 because he is running.
Athel's arrow sails wide of the mark, sowide in fact that the bandit is in danger of not even hearing it as it lands in a tree a good ways away.
1d20 + 5 ⇒ (8) + 5 = 13
The Bandit just barely doesn't hear the arrow as it zips by him but a tiny hint of sixth sense makes him notices the sudden brief passage of wind and he turns around perplexed and he scans the area once before shrugging and turning back around to continue his survayence of the area.
No worries Athel, happens on this engine
May I safely assume the attack may bein in earnest? May I? Da? Goodie!
Bandit Sentry Perception: 1d20 + 5 ⇒ (13) + 5 = 18I assume you are sniping from a distance so...hmmm... The bandit also suffers a Minus 1 from the distance required to see the Sneaking Athel, so he just barely looks over the man as he creeps closer to within range of shooting him down off of the stump he is standing on top of.
The man seems extremely bored and the nearest sentry is nearly 30 feet away. A single, well placed arrow would silence him without none the wiser.
Please roll a second Stealth check, and if you beat a 17, the Bandit is Flatfooted, then roll a SINGLE Longbow attack, and I will explain how Ranged Stealth Kills work once I know if you have hit him. Pretty much there is an extra damage factor, Rogues get something really cool in this system but since we sadly have none of the sneaky type, you all...Looks at the Golden-Haired marc, Serena in her robes, Athel in his bizarre outfit and the clanker Arjhann, will have have to suffice. You won't recieve the bonuses rogues get to these rolls, but you will get extra damage. Imagine a Coup de Grace with a couple extra damage points thrown in he he he...
Due to the fact I watch way too many movies, I have several mechanics set up in situations where it would be more cinematically cooler as well as more heroic, for my characters to pull off more dramatic scenes. Stealth kills are one of these mechanics. Now, before anyone who plays rogues like I do starts objecting to the removal of their special ability of "Sneak Attack", this is not actual Sneak Attack. This mechanic involves opposed Stealth and Perception Checks. These mechanics are in place because, like duels, they can happen to YOU as likely as they can be done to my NPS. He he he...*evil DM laugh*
Borum the Rogue is sneaking up on an unaware Bandit. He has a stealth bonus of +7, an AC penalty of -2, and the Bandit's perception check bonus is +5.
Borum is very sneaky, and walks almost right up to the bandit without being spotted.
Due to the proximity of Borum however, the bandit recieves another Perception check at a -2 penalty to try and turn around for that "oh S#$@te!" moment. He is now considered Flat-Footed if he fails to beat Borum's stealth roll, now that they are in range of combat.
1d20 + 3 ⇒ (2) + 3 = 5
Even Worse. Now, Borum's CMB +5 bonus versus the Flat-Footed Bandit CMD 14-2
1d20 + 5 ⇒ (12) + 5 = 17 vs 12
Borum puts a hand around the bandit's mouth and keeps him from screaming out in alarm. he is now grappled.
Borum then, since the bandit is grappled, drives his cruel dagger into the bandit's arm pit. The proximity of such a blow is obviously fatal to nearly EVERYONE, so no damage needs to be rolled. It's like slitting a person's throat, it can kill anyone, no matter how beefy they are.
The Bandit is neutralized and Borum stealths away with a happy grin, before being run over by a passing elephant. it actually happened, not kidding -.-
Anyways, those are the rough rules of "Silent Kills", does anyone like these, have suggestions on how to change them, bigger opponents obviously being harder to just one-hit KO like this, or interested of using this mechanic in-game, or would you prefer to stick the usual rules as is?
The brave band of heroes plots for a short while on how to proceed. As the planning stands thus far:
Xlarion the Roc will drop a large boulder, they are easily found, onto the obvious main tent, potentially killing the leader or wounding him and throwing the camp into disarray.
Arjhann the Drakon and Xlarion will act as Decoys, drawing out the bandit's main attack force.
Marc and Serena will use their Magical powers to attempt to confuse and rattle the bandits while Ajrhann attempts to draw them off into combat while steadily retreating.
Athel Loran will cover Ajrhann with his bow, or stay back and help Serena and Marc deal with the remaining bandits and attempt to finish off the Chief.
Things to be addressed:
If the party wishes they can attempt to silently kill the Watchmen (Stealth Rolls and Single Attacks.)
Correct me on any mising or incorrect data. The attack will begin soon once everyone is in place.
After sharing stories, the party drops off to sleep, untroubled by the chaos of the land for at least a single night. Only time will show how little sleep the four heroes will recieve in the days to come.
All of you wake early, bright eyed and bushy-tailed and raring to get going after the bandits camp. The patrol's outpost is easily reached within a good 4 hours or so of marching and, thanks to Xlarion relaying messages as to their patrols and watch posts, you are able to sneak up on them for a change.
What is your battle plan?
The patrol's headquarters is set up in a bowl-shaped depression in the forest floor. Trees have been felled and this is obviously a small staging area for raids and to recieve orders from their leader. There are at least 10 bandits currently around the fires with at least another such number scattered around looking for travelers to waylay.
As the party makes camp for the night, you all maintain your guard, surveying the surroundings for any sign of trouble as thesun sets into the west and night begins to fall over the war-torn country of Hedon. Little do the heroes know that this night is but the beginning of a grand adventure but, for the moment, their struggles are, thankfully, temporarily put aside.
Perception checks if you feel suspicious, the clearing you are sleeping in is surrounded by trees and Xlarion has reported back in with no news and is at the moment standing atop a branch high above the heads of his master and friends, head under a wing in blissful bird sleep.