Sanvil Trett

Karl Roujon's page

68 posts. Alias of DSXMachina.


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Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl's happy to try and understand the logistics of the requirements, both the labour and the actual objects themselves. Pouring over the maps with Mardith, he tries to work out the best route there & back, as well as any ambush site - just in case any of the bandit army manage to move there.

Since the usual caravans the merchant had run were a trifle smaller than this, thus his knowledge is slightly inadequate for this specialised trip. "What sort of requests, or concessions can we give them in exchange for the supplies? Since I'm sure these guys will require something." He asks.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

I'm happy to go the dual route, although people can always act outside of their skillset.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

"The families been, well mostly fine - the usual arguments." Karl chuckles softly, taking a sip of the wine with an appreciative nod. "Certainly more supplies for you troops would be useful, we can see if we can achieve gathering it. I take it you'd prefer not to have any national officers, they can prove a bit... fussy."


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

I'm happy to go off and do some intrigue :)


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

"Aye, that's me." Karl says with a raised eyebrow and only a hint of trepidation as he looks around the tent at the others. Then he stands and nods to the messenger.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Keeping a stony face at the mention of roles during the war, the brewer tries not to let any emotion rise to the surdace.

Karl nods back at Jam, agreeing that they need to do something - though what can be a trifle difficult. "So more of raiding parties than an organised army, which means there trickier to find or make deals with. As Linokashtai said, we need to undermine the leadership and offer alternatives."


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

In the Tent

"At least they have enthusiasm, though that'll soon be gone if and when they're tested." Karl sighs, though he's not taken part in any open-warfare (for which he's glad). "Why have they split their forces? Why is the group headed North.... surely that's a bad plan if they have enough strength to openly fight you - why reduce that."

"What is to the north that they'd risk losing their advantage." Karl leans over the map and tries to figure out what's there.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl tells Lord Winehorn about the relatively good harvest, though the war has made a lack of farm-hands to take in the crop. Also politely informs the man about his family and inquires respectively with the soft decorum of a man used to small-talk.

As they enter the tent, Karl stands back and to one side - trying to hide his evident lack of precise tactical knowledge and refraining from stealing Lino's spotlight.

Know (local): 1d20 + 6 ⇒ (3) + 6 = 9


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Clutching at his side, Karl's rapier tries to fend off the feline. The tip whistling out at the tentacles at they try to sting his sides, making a nice counter point to his melody.

Std: Fighting Defensively +2 to AC; Attack (rapier): 1d20 + 2 + 1 - 4 ⇒ (4) + 2 + 1 - 4 = 3. Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Free: Continue Inspire Courage 6/9


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Was Karl close enough for Aljohar's Energy Channel, since that affects my actions? ¬_¬


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl nods at Lino's information, whilst trying to target the shifting feline in the gloom. He moves to put his back to a tree, whilst in one hand he plays his flute softly - a very vibrant piece with notes of complexity; much like the movement of the creatures.

In his other hand, the thin blade flicks out whip like to distract the beast.

Free: Continue Bardic Performance
Move: to AG12
Standard: Attack #2: 1d20 + 2 ⇒ (9) + 2 = 11; Damage: 1d6 + 1 ⇒ (6) + 1 = 7; Miss Chance: 1d100 ⇒ 10


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

'It'll give the prisoners a chance to prove their loyalties & hopefully tie them closer to us, than their old military.' Karl thinks as he manoeuvres around the forest, following Jams' advice.

Free: Continue Bardic Performance (7/9 left): +1 to hit & damage.
Move: Double to AH14, drawing rapier.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Know (local): 1d20 + 6 ⇒ (15) + 6 = 21

"A black cat at midnight. ♪" Karl sings as he gets out his flute and starts to play a soft melody that drifts amongst the trees as a wane mist to permeate and pervade the hearts of the defenders and inspire them to combat.

Move: grab Flute
Std Action: Start Inspire Courage (+1 to hit & damage)


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

"What's going on?" Karls says standing up at the sounds of the horses and commotion.

"Who goes there? Friend or Foe!" He calls to the darkness.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Sorry got the term from your description above. Apologies


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

"We'd just like to help those that want help, bring peace back to your friends. For if you cannot tell, the war had dire consequences for the villages and farms - this years harvest will be thin, due to lack of manpower." Karl sighs; "Though to many farming isn't a noble profession, nor is manual work."

Do I have any clue who Isbrid Hinafid is? A Goddess?
Religion: 1d20 + 2 ⇒ (12) + 2 = 14


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

"You'd think people would've learnt that war isn't glorious." Karl sighs softly; "Although if that's what ones accustomed to, then I suppose it can be difficult going back to peaceful times. I saw it often in some of the markets and hostelries; old soldiers - injured and grizzled knowing naught of peace and uncertain of their role in a peaceful world."


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl only has a flute in his hand so is not attacking.

"My friend is right, we mean you no harm. As for your leader well you are better men than ones that'd follow such a fellow." Karl moves out from behind the tree and appeals to their better nature, for clearly the bandits are frightened, desperate and more than a little crazy.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Guess Karl just gets out his flute then.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Sorry was trying to check some rules (& class features)

Striding forward with some boldness, Karl starts a speech to accompany his dance. Flute in one hand down by his side; "Fellows we have all struggled through hard times, but now it is time for something better to build something better. Creation is a more powerful force than surviving on the scraps of others, join us, join in making yourselves and where you reside better."

Move: to J24
Standard: Fascinate* DC15 (if the cook/recliner & trimmer can see Karl?)

*:
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

From his position amongst the trees, Karl holds his breath. For conflict is undesirable, though seemingly more inevitable. A nervous shiver went up his spine, for this wasn't some roadside scuffle or a tavern brawl.

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Sorry, I thought we were just trailing behind. Do you require me to roll again?

Wincing slightly as the armoured Aljohar makes a bit of a noise, Karl is taken aback by how quiet he was as they move further into the undergrowth.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl cghecks his feet and footing as he too walks slowly and carefully as he moves forwards. However he isn't so used to the stealth option - but tries his best.

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl hangs back with Aljohar, his lack of experience with scouting or any military maneuvers shows in the grimace on his face. He tries to turn it into a smile, though there's a tightness in his voice; "Is it always this tense?"


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

I'm sorry, I just got so far behind in this game that it was difficult to catch up.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

"You think they're in there? And if so, what do we do about it?" Karls asks Lydia and the others softly.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl nods still a trifle taken aback by all the events that've been happening and the thought of trying to confront that many people. For though he's used to the rowdy taverns of the big cities, that many people being easily able to turn on him is a bit unnerving.

However the halflings, prove to be a more amenable group for him; "You did well sir. They were armed? Or did they sport any livery or coat-of-arms?" He asks softly moving up beside Aljohar.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl gets down from his horse and ruffles his head in a dejected manner; "Not I. We got the horses into a good lather in the pursuit, but he must've known the area too well - just slipped past us, 'ey Thenji?" He asks his old friend.

"I've a lamp and can help you find the North." He adds before pointing the way out.

Cast Know Direction


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

On the Road:
Karl's horse has slowed to a trot as the smaller group congregate together to work out what's next. He lets out an exasperated sigh at their failure to stop the horseman. "The others could probably use our help, you're correct Ms Lino." He agrees a trifle wryly.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

On the Road:
Karl sees himself pulling a small gap from the ladies, but still the rider seems to be getting away. Drawing on his years on knowledge of the road he pushes the animal forward. However not one to use the crop against his mount, he's unsure if he can keep up the pace.
Handle Animal: 1d20 + 8 ⇒ (14) + 8 = 22
Ride 1: 1d20 + 2 ⇒ (6) + 2 = 8
Ride 2: 1d20 + 2 ⇒ (9) + 2 = 11


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

On the Road:
Sorry for beibng rubbish, lets see if my rolls are less so...

Karl spurs on his horse, pushing it softly with his lilting accent. "Come on we can outmanoeuvre him.."

Handle Animal: 1d20 + 8 ⇒ (18) + 8 = 26
Ride 1: 1d20 + 2 ⇒ (19) + 2 = 21
Ride 2: 1d20 + 2 ⇒ (7) + 2 = 9


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl stays at Aljohars' flank, his hand on the hilt of his rapier, as he waits and scans the hillside. The thudding in his chest starts to increase in pace at the thought of the coming battle.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

After dismounting Karl takes care of the horses, used to such mundane equestrian tasks it takes his mind off the thoughts of Peter back in town and the potential conflict that might start with the scores of bandits. Lino's words break his revere; for a moment he looks on bug-eyed at the prospect of another fight.

"I'm ready." He says softly, but it's not completely convincing from the countryman with no direct military history. However he gets onto his horse and spurs it on beside Lino.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl's all for camp followers ¬_¬


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Sounds good, a lunchtime trip out should be alright. :)


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl ponders this; "Scouting and confirming to Lord Winehorn sounds like the best bet. Though how much they thought they could take from the town, it wouldn't have been able to supply a couple of hundred for long."

He glances back towards town and Peter, hoping that some part of the festival would still occur - after all their spirits weren't broken, just bruised.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Sounds Good

Karl pokes his head out from the room where he was guarding the captured bandit; "We're ready to head out? It'd best be a reconnoitre since the numbers seem pretty much against us."

He then proceeds to make sure Peter is alright, pick up his ride and following after Lino.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl sucks in his breath through his teeth and then gives a very Gallic shrug. "Seems like you'd need more than you could get from just this town?"

'He must be exaggerating, that's not a hamlet - that's a small town & the Lord should have to do something about it.' Karl thinks quietly to himself.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

'Hope he appreciates the families vintage.' He thinks with a glance to the waterskin, containing a mild red which wouldn't be tainted by the treatment of the leather vessel.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

After passing over the waterskin, Karl remains leant against the wall, trying to look as nonchalant as possible whilst internally there's an ambivalent mixture of feelings at the bandits words. 'He tried to murder Peter, but maybe he's acting as trained.... but....'

Putting the sight of the blood on the cobbles from his mind and the sting in his shoulder there too. Karl pushes himself from the wall; "There's usually alot of work at harvest times in the fields. And packing stuff away for winter..." His words are kept consciously neutral, with just the hint of promise of a brighter future.

Although in the back of his mind, the vintner isn't too sure how prosperous this years harvest will be - after all the war had taken it's toll on those that plant the crops.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl takes a step back subtly and turns his head slightly as he sees that Thenji was trying to establish a rapport with the prisoner, his own attempts have been based on a different line. Thus his body language indicates a certain amount of privacy between the pair.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Know (Local: 1d20 + 6 ⇒ (19) + 6 = 25

"Of course you are. It's tough going up in the mountains, no wonder you needed the supplies." He tries to sympathise with the prisoner but cannot get the sight of Peters bloody form out of his mind.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Karl leans over and says softly to Aljohar; "Never heard of this 'Count', have you?" All the while he keeps eye contact with the prisoner.

"Black Cap? Very interesting, I may like to visit there. How would one venture forth to there?" He asks further.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Diplomacy (Aid Aljohar): 1d20 + 8 ⇒ (17) + 8 = 25

Karl follows over to loom behind Aljohar; "I'm sure you didn't mean to hurt anyone, that you were just doing a quick raid for essentials... but your boss has hung you out to dry. It'd be appreciated if you help with our inquiries."

He tries not to mention his own roll during the war and hopes that the soldier doesn't know it either.

Know (Nobility (Count Barabbas)?: 1d20 + 6 ⇒ (11) + 6 = 17


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Getting his feet under him, Karl blinks at the sergeants commands and represses a wince at the coarse language. 'Well maybe I wouldn't have put the old soak in charge, but I'm sure it'll give him more of a sense of responsibility and worth. Enough to float him out of the bottle?' Karl thinks to himself, hopefully.

The vintner, moves back to get his horse and returns to walk over to Aljohar and Attus. "So you mentioned a hunting party...?"


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Fury and concern virtually render Karl insensible as he watches the others get organised - though his thoughts constantly flash back to Peter and his injuries.

Head rising at the sopund of his name he looks to those around him, a dark cast to his eyes. "Hunting party? That sounds good."

Then he looks to Lino, with a tilt of his head; "Extract information, from one of the thieves?"


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Rushing up beside Jamorin, Lydia, Aljohar and the injured people, Karl virtually bent double breathing really hard. From that position he can see that Peter still breathes despite the horrific wound to his midriff, he can hardly take his eyes from the youth.

'You stupid, reckless idiot....' The thoughts almost leave his lips in sheer exasperation; 'No, I suppose it's inevitable. He wants to prove himself, not quite an adult - no longer a child. Chiding him would do no good, forfeiting what he was trying to do.'

With a shake of his head, whilst still attempting to catch his breath. 'Goodness, now I'm sounding like my father.' He thinks a trifle mournfully.

After collecting his breath to go with his thoughts he looks up to those around him. His eyes meet the priestess Aljohar; "I thank you, saving Peter and the others. I'll not forget this."

He kneels beside Peter and softly intones, a harmony that resonates with the emotions; like the first bloom of spring.

CLW to Peter: 1d8 + 2 ⇒ (2) + 2 = 4


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Don't worry TT, I hope the work project is rewarding (fiscally & personally). I've enjoyed the fight & it shows how fluid our team is so far. Plus I got to throw a bloke off a horse & Jam's been kung-fu-tastic.


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Round 12

Karls arms pumping he gets nearer the scene of the scuffle, there's a knot in his stomach that isn't from the over-exertion but infact from the sight of Peter upon the floor. His pace quickens as he tries with all his might to actually arrive in time.

Through blurred vision, he spots the scuffle ahead and then the pulsing pain in the depths of his stomach turns as he sees a robed figure hold aloft a symbol....a divine symbol. Although too much to hope for he pounds on, past a cart, a stall, the ruined decorations of this special celebratory day.

Run x4 to 880


Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

Seeing the rider spur his mount away, Karl looks at him darkly. His heavy brow creases in annoyance, especially since the extra speed the horse could give him might be all that'd save Peters' life. However, quickly anger dissipated into a steely resolve and he starts to run - legs pounding he runs past the stalls up the street.

Move (run x 4) to 760

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