Male Human Bard 3
Tuck approaches Janku, "Would it bother you much if Keston and I returned to Restov to show proof of the Stag Lords demise? The head along with my testimony should ensure your reward and we can bring further requests from the Sword Lords themselves? If we take two of the bandits' horses we should be able to return within a couple weeks. That may be enough time to deal with the other threats of the area..."
Male Human Bard 3
"According to the charter you were granted, it is within your rights to met out punishment of death for banditry. The swordlords themselves have no tolerance for these actions, and if Janku can verify with his faith that there are no lies being told, I believe it would be just to met out punishment without wasting further time," Tuck appears to be weary of the discussion. Rubbing his brow he adds, "Your passion for justice is admirable, but there is a time where hard decisions must be made by your own hand. The only one who will question that is yourself."
Male Human Bard 3
Sorry, been doing a lot of 12-hour days at the new job. Learning the insurance business kinda sucks. Tuck draws his whip and tries to attack the old man. It lashes out with a jolt of magic coursing along the cord. Arcane Strike Whip; 1d20 + 7 ⇒ (4) + 7 = 11
Male Human Bard 3
"I know there is at least one bandit uninjured, unless he broke free..." Tuck checks on the unconscious bandit he had tied up with his rope, "At least I was pretty sure he was just knocked out by Lukasz' spell." Once the bodies are piled and looted, and the captives are dealt with, Tuck leans wearily against the old walls, [b]"It will be good to get some rest before searching the rest of this place, I'm exhausted. I wouldn't mind dibs on the masterwork chain shirt and +1 rapier.
Male Human Bard 3
Round 9: Once Akiros falls, Tuck looks around at the fallen bandits. Two bleeding out, and one unconscious? He takes out his whip and uses it to tie up the seemingly unharmed man. CMB check to escape; DC 16 "Any idea how the others are fairing?" the bard asks Lukasz and Kalsgrim, then with a yell, "Kriger, Servayn?! Are you well?
Male Human Bard 3
Inspire courage is not in effect this round.
Round 7: Tuck takes in a deep breath after finishing the song. "That's it for now folks," he says while moving through the rubble and to attack the man before him.
Rapier Arcane Strike; 1d20 + 7 ⇒ (18) + 7 = 25 Crit threat; 1d20 + 7 ⇒ (3) + 7 = 10 Damage; 1d6 + 5 ⇒ (5) + 5 = 10 Critical damage; 1d6 + 5 ⇒ (6) + 5 = 11
Male Human Bard 3
Round 5: 5/6 Round of Performance
Hearing that Lukasz is still being pursued by two bandits Tuck decides to reinforce him. "Nice try, Lukasz, and it looks like you've added another arrow to your collection," he chimes between notes, while darting past the caster, rapier in hand. When he rounds the corner and spots the two bandits scrambling after Lukasz he drops low to the ground and sweeps a leg under the closest one. Trip Attempt; 1d20 + 8 ⇒ (17) + 8 = 25 Free action to continue playing, move to N7, trip attempt on B1. Combat Expertise -1 to trip, +1 dodge to AC. (AC 17)
Male Human Bard 3
Round 3: Tuck continues his song, clearly impressed by the efforts of Ember and Kriger. Once again he curses not having rested enough to perform anymore magic. "Any sign of the Stag Lord?" he calls while standing guard near the opening.
Move to K8, ready an action to attack any bandit coming through the opening.
Male Human Bard 3
Round 2: Tuck continues to play his music hoping to give his allies the edge they need for this battle. Seeing that the men on the towers are raining arrows on him he follows Janku into the "safety" of the keep. He brandishes his rapier before him defensively while still playing the pipes.
Free action to continue the performance. Move action behind Janku. Standard action for Total Defense. AC 20
Male Human Bard 3
When the others spring to action Tuck rushes from the wall, drawing his rapier, and attacking the closest bandit. He somehow manages to keep playing on the pipes... Partial charge and draw, attacking bandit 3 with arcane strike. All one standard action! AC 14
Male Human Bard 3
Bluff check; 1d20 + 9 ⇒ (10) + 9 = 19
Move action to take out me pipes. Not starting bardic music just yet.
Male Human Bard 3
Disguise check for the 'corpses'; 1d20 + 9 ⇒ (18) + 9 = 27 "Keep still and try not to make a sound. I've done my best to make you all look like you've died, hopefully that doesn't come true..." After preparing everyone with the materials at hand, a little berry juice, torn clothing, plenty of mud, Tuck sets off with the platform beside Kriger. "This is going to get very interesting, very fast I feel..."
Male Human Bard 3
Fortitude save; 1d20 + 4 ⇒ (13) + 4 = 17 Spending most of the night on edge trying to keep up appearances wears Tuck out. The night seems to drag on forever and by the next morning he's exhausted. This is no good, haven't had a chance to prepare my spells again. he thinks while trying to find a hiding place to reapply his disguise for the day with another casting of disguise self. Stealth check; 1d20 + 6 ⇒ (5) + 6 = 11
He takes the bag, careful to keep his face down and rides out with Kriger. "I believe they watched us depart and are probably keeping an eye on the forest for our return. It may yet be best to wait for the night when most are asleep so we can try and silence the watchmen to let you in."
Male Human Bard 3
Bluff check; 1d20 + 9 ⇒ (3) + 9 = 12
Tuck begins his preparations. Using a combination of bard's tricks and arcane magic he assumes the disguise of Kaleth. Hopefully dressing up as the quiet one should keep him out of too much trouble. "What do you think? Has your friend come back from the dead?" The disguise check will drop to 25 after 40 minutes when the spell wears off.
Male Human Bard 3
I need to figure out which of these men would be best to impersonate. I don't want to pick everybody's best friend, or someone's twin brother. Tuck walks over to the prisoners and puts on a friendly but serious face, "Listen here, see those men that died? They didn't have to. I need to know everything about you gentlemen, I'll be putting on a little act and one of you, will be the part I play. I was one of you once, and my friends here turned me around, now I need your help putting an end to this Stag Lord once and for all. You've seen what he's done to those who enter the forest, you know it's not right. If you tell me everything you know they may not have to kill you just to save some copper on rope. These are good men, but they are a long way from home, and right now...rope could be more useful than a prisoner." Diplomacy check; 1d20 + 8 ⇒ (12) + 8 = 20 If they are co-operative I'll be using a disguise check to put together a costume combined with the disguise self spell. They can fill me in on the details while I spend 1d3x10 minutes making the disguise. If Servayn wants to provide a guidance and an Aid Another that would be useful.
Male Human Bard 3
"Huh...I wonder what that was all about," muses Tuck as the scene with Janku unfolds. He walks to the paladin placing a hand on his armor, "Kalsgrim, I think now is the time to act. The Stag Lord does not care about his men. If they all die hunting a troll he'll just recruit more to fill his ranks." Tuck kneels to the ground and begins fiddling with stones and pebbles. "I have an idea for a plan. Let me disguise myself as one of the fallen men, I can return with Kriger to the fort. We can claim to be the sole survivors of the troll, carrying it's head as a trophy. Now that they are short handed it is unlikely they'll man all three watch posts, heck they might even put us on watch. I can't keep a disguise up for too long so we'll have to strike as soon as possible tomorrow night. I would say tonight, but Janku and Lukasz should have their full repertoire available. At midnight, Kriger and I can silence the guards, sneak to the gate and open it for everyone else. After that we start knocking heads in. Numbers should be on our side by that point." Starting to wish I had put points into Knowledge (local).
Male Human Bard 3
Ignoring the other bandits Tuck runs to Servayn's side, "Damnit, I'm no good at this but I'll try to help. Kalsgrim can you call on Erastil for aid? Even if we stabilize him, wounds like this could spell his death." Tearing away at the clerics clothing and armor he does his best to stop the bleeding and get parts where they should be. Heal check; 1d20 - 1 ⇒ (18) - 1 = 17
Male Human Bard 3
"Janku, no!" he shouts after witnessing the mauling. If this spell works that creature is done for. The bandits any of us can handle, but... I haven't seen something like this before. Tuck closes his eyes and focuses on every note and pause in his song. The music twists and jumps before lashing out across the night again. "I hope that works. I really don't want to get in there with a sword." Free action to continue bardic music. Casting hideous laughter again. This time boosting the caster level to 7th and to DC 17 with 4 Action Points.
Male Human Bard 3
Surely this can't be a pet of the bandits. Wouldn't they have mentioned a pet monster? While still playing Tuck begins to incorporate an upbeat jig into the music. A lilting piece of merriment directed at the great green creature. Hideous laughter laughter on the troll. DC 13 "Does anyone know what that thing is?" He asks between refrains.
Male Human Bard 3
If a bandit is still closest and Kal attacked:
With grim determination Tuck follows Kalsgrim's lead and strikes the closest bandit. He whistles sharply, honing his blade with bardic magic, and carefully strikes.
Arcane Strike Rapier; 1d20 + 6 ⇒ (11) + 6 = 17
Move to closest bandit, swift action to activate Arcane Strike, Combat Expertise -1 attack / +1 AC (AC17), attack the bandit with rapier. If Auchs is the closest:
"This man looks like he could be part ogre..." Tuck quips while quickly gesturing and calling forth a patch of grease underneath the huge man.
Cast grease under Auchs, if possible including another bandit. If Kal moves but doesn't attack: As the paladin moves into position Tuck stays put and plans to bolster the group. After dropping the whip he pulls out his flute and begins to play a haunting melody that stirs the spirit. Free to drop, move to draw, standard to start a bardic perfomance to inspire courage.
Male Human Bard 3
Tuck sets up his own tent, removing it from the saddled horse. While not being the outdoorsman that Garrick was he does try and conceal the campsite as best he can with Servayn's help. "Servayn, I'm not sure how effective this will be. Maybe we should of had Kriger setup a hidden camp for us before charging off. I'll follow your shift by the way," Tuck says while leading his horse to the others so they could cluster together for warmth. Horses never seem to mind the rain too much, lucky beasts. After finishing the wet and dreary chore he tries to dry off and warm up with his own blankets. Stealth Check; 1d20 + 10 ⇒ (12) + 10 = 22 (Setting up the camp?) After the howl Tuck quickly moves out of his tent, blanket wrapped around his shoulders, sword and whip at the ready. He looks around, listening to try and figure out were and how far away the sound was. If it's nearby he'll duck down beside the tent and undergrowth hiding. Perception check; 1d20 + 5 ⇒ (18) + 5 = 23
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