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  1. - Top - End - #121
    Firbolg in the Playground
    Join Date
    Apr 2012
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    With a twang of the crossbow, the second bandit grunts... taking a bolt clean through his leg...

    Spoiler
    Show

    Armor 40%(1d100)[75]

    Hit: 6WP Damage and Wounded
    Also, Pip should update to the new crossbow damage. Essentially changes it to 1d6+1

    Last edited by Zman; 2020-03-18 at 06:50 PM.

  2. - Top - End - #122
    Firbolg in the Playground
    Join Date
    Apr 2012
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    Bandits

    The bandit in the tower curses, and snaps off a shot at Elakas, returning fire... the bolt flying wide of its mark...

    The second bandit manages a weak shot with his crossbow, one more likely intended to put fear in his attacker than actually hit him before he steps over and unhooks the rickety rope bridge connecting the eastern side of the runes to the central platform, it falls limp towards the east. The attackers cut off, the bandit tries to flee across the second rickety bridge...

    The commotion elicits a roar from down below on the ground floor...

    Spoiler
    Show


    BR1 vs Elakas
    1.0 Fire Crossbows DAdv(Wounded) (1d20+2)[20](1d20+2)[4] for (1d8+2)[7] Piercing Damage Miss
    1.5 Take Cover
    2.5 Reload

    BR1 vs Pip
    1.0 Fire Crossbows DAdv(Wounded) (1d20+2)[10](1d20+2)[13] for (1d8+2)[7] Piercing DamageMiss
    1.5 Step
    2.5 Unhook bridge
    3.0 Step to J7

    B???
    Free Action(Roar)
    Delay

    Initiative
    Elakas, Pip
    BR1, BR2
    Bran, Cassius
    B???
    Last edited by Zman; 2020-03-18 at 07:07 PM.

  3. - Top - End - #123
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2013
    Location
    Dixie
    Gender
    Male

    Default Re: BSF: Red Sun Rising(IC)

    Cassius Mortain

    Firebrand kicks up on his back legs as arrows twang back and forth, fortunately none striking Cassius or his mount. The young knight spurs his horse, lance dropping level as the powerful animal propels them forward. The roar from inside the fort gives him pause, but nothing for it now--they're committed. Fortunately it seems like Pip and Bran have made it up the wall and are sowing some confusion inside.

    Not seeing any enemies except those in the tower, Cassius thunders into the keep, aiming to charge the first bandit he sees on the ground floor.

    Spoiler: OOC
    Show
    Am I correct in saying that Cassius can't see any bandits on the lower level? In that case my actions will be a bit conditional.

    1.0 Move into the keep to where I can see an enemy on the lower level
    3.0 Charge attack with the lance (reach): (1d20+3)[9]
    Damage: (1d12+2)[14] (1d12+2)[3] (advantage since it's a charge)

    This will likely leave Cassius pretty exposed... but that's a risk he's willing to take. Or more accurately, wouldn't really have thought much about. It strikes me that I'm really our party's only melee combatant...
    I'm playing Ironsworn, an RPG that you can run solo - and I'm putting the campaign up on GitP!

    Most recent update: Chapter 6: Devastation

    -----

    A worldbuilding project, still work in progress: Reign of the Corven

    Most recent update: another look at magic traditions!

  4. - Top - End - #124
    Firbolg in the Playground
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    Apr 2012
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    Cassius barrels his massive mount into the aged door... splintering the rotted and aged wood revealing the interior of the main level of the ruined keep. The center of the room contained a stone pillar with stairs on each side. In the center, attached to a thick chain is a grizzled looking black bear, its jowls dripping with drool...

    Kicking his steed to a sharp gallop, Cassius lowers his lance, but the confines and difficult surroundings make landing his lance difficult...

    Spoiler
    Show

    Will treat the first action as an overrun to break down the door.

    Opposed STrength Check, Str10(Adv (1d20+10)[26](1d20+10)[15] vs Str5(15 with Passvive) Success
    *Firebrand gets Advantage for the opposed strength check for having a higher attribute in a competition.

    Reveals a Black Bear attached to the center pillar. It looks unlikely the chain would allow the bear to reach the north(back wall)

    Miss: Had the bear not delayed its action, ie having gone in the initaitve order, it would not have been flat footed. This might not be the worst time to attempt a Destiny Point if you want a reroll. Remember, a destiny point is only lost if it changes the result ie turns your miss into a hit.

    Bran is up!

    Initiative
    Elakas, Pip
    BR1, BR2
    Bran, Cassius
    Bear

    Last edited by Zman; 2020-03-18 at 08:52 PM.

  5. - Top - End - #125
    Titan in the Playground
    Join Date
    Jun 2011

    Default Re: BSF: Red Sun Rising(IC)

    Bran hops down off the wall and move forward to get a better view...
    Spoiler
    Show
    Action: Move to P7

    want to see what he can see before taking the rest of his actions

  6. - Top - End - #126
    Firbolg in the Playground
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    Apr 2012
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    As Bran scurries forward, the back of a great bear comes into focus still shielded by the stone in front of him. A shining knight, Cassius, glints in the flickering light of the torches and campfire. The bandit ahead of him, wounded by Pip's bolt, is fleeing across the second of the rope bridges, doubtless with the intent of dropping that bridge as well. Around the campfire, forms are standing, trying to ready themselves for the unexpected circumstances.

    Spoiler
    Show

    Moved Bran to P5, he can't move to P7, but can to A7if you choose instead. Double cost for second diagonal make that 25' of movement. What he sees will be the same.

    The bear is barely visible and getting moderate cover where he is standing. Some of the bandits look like they are going to be joining the fray shortly, others are moving towards and under the arches of the tower.

    Bran has his two actions left.

    Last edited by Zman; 2020-03-19 at 07:34 AM.

  7. - Top - End - #127
    Titan in the Playground
    Join Date
    Jun 2011

    Default Re: BSF: Red Sun Rising(IC)

    Bran sees the fleeing bandit. Memories start to rush in. Sneaking and climbing in the dark was just play. Fighting off the wolves was an adventure. This...was something different.

    The torch next to him launches its flame at the bandit, extinguishing itself.

    Spoiler
    Show
    action2 Firebolt on BR2, 2PP Reflex 15 or (1d4+2)[5] damage
    Action 3: extinguish torch

    Don't want to give them easy targets. They are illuminated by campfire, so we ought to be able to see them.

  8. - Top - End - #128
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    The wounded bandit flees from the unexpected assault, his back an easy target... Bran commands the flame to smite the fleeing bandit leaving a burning bubbling hole in his back.

    Spoiler
    Show

    DC15 Dex Save with DAdv for Wounded (1d20+4)[19](1d20+4)[12] Failure: Enough damage for Dead
    Armor Save 40%(1d100)[85]

    Looks like a Firebolt(2) and Create Fire(2). A torch isn't enough for Channeling unfortunately, so that is 4PP total. Doing it this way probably saves an action versus a pair of interact actions to grab and extinguish the torch the old fashioned way.

    Ok, The Bear will be up next.

    Last edited by Zman; 2020-03-19 at 08:09 AM.

  9. - Top - End - #129
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    Bear

    With a bellow, the bear lumbers forward and takes a swipe at the shiny assailant... catching him with a mighty claw, sending him reeling off of the back of his noble steed... luckily for Cassius, the entire blow was caught on his shield...

    Spoiler
    Show

    Bear
    1.0 Enter Rage
    1.5 Step
    2.5 Claw Attack (1d20+3)[13] for (1d10+6)[16] Slashing Damage Hit: 16 HP Damaged reduced to 14 Edit: DAdv Damage vs shield is only 7. Sheild block is successful.
    Cover Save for Mounted 30%(1d100)[43] Fail: Hits Cassius not Firebrand: Requires Shield Save
    Triggers Shove(No AoO) on Hit (1d20+0)[17](1d20+0)[8] vs Passive 14 Success: Knocks Cassius 5' off Firebrand, requires 5' fall
    Last edited by Zman; 2020-03-19 at 01:36 PM.

  10. - Top - End - #130
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    Spoiler
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    Passive Shield 10% (1d100)[31] Failure Edit: Already had a cover save.
    Acrobatics to reduce 5' aka DC5 fall (1d20-3)[17] Success: No fall damage; Cassius is Prone.


    Pausing to let Cassius attempt a Destiny Point on that cover save if he chooses. Firebrand losing 5HP is better than Cassius losing 14HP.

    Edit: Shield block applied instead.
    Last edited by Zman; 2020-03-19 at 01:36 PM.

  11. - Top - End - #131
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    Bandits

    Three more bandits, scrambling to grab weapons at hand and no time to don their armor, enter the fray... the other three men move into the archways of the ruined tower, a shout of "Git da girl!" can be heard... as can "Isabelle will shred em!"

    Spoiler
    Show

    BR3 (1d20+2)[17]
    BR4(1d20+2)[19]
    BK(1d20+3)[18]

    Yay, complex encounters! Three more entering the fray.

    Now, there isn't any light so that makes Bran and Pip Unseen, but they are both Aware of and can Locate you right now.

    Initiative
    Initiative
    Elakas, Pip
    BR3, BR4, BK
    Bran, Cassius
    Bear

    Last edited by Zman; 2020-03-19 at 02:09 PM.

  12. - Top - End - #132
    Dwarf in the Playground
     
    WolfInSheepsClothing

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    Oct 2019

    Default Re: BSF: Red Sun Rising(IC)

    Elakas Morkasion

    Elakas does his best to take in everything that just happened. Okay, at least two more bandits, the girl IS still alive, they have a bear. THEY HAVE A BEAR! Elakas tries to calm down by whispering to himself.

    Steady yourself. Everything has a weakness. It looks chained, stay away, but end your prey first. A wounded and cornered beast is most dangerous.

    Spoiler: Actions
    Show


    1) Aim at BR1
    2) Shoot at BR1 at 4, 2 for 2, 5
    2.5) load an arrow
    3) step to I12

    I couldn't reallly think of what else to do with my final half action. I like to think of aiming as Elakas's way of trying to calm himself down during a fight, so that's what I'm starting with.
    Last edited by achesst; 2020-03-19 at 04:06 PM.

  13. - Top - End - #133
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    Elakas takes aim, trying to thread the needle between the crenelations and decaying battlements... but the arrow is wide, skipping off the battlements to bury itself in the bandits neck. Fate was not kind to him.

    Spoiler
    Show

    Destiny Point success, must have had a little extra fate left over because it carried over to the very good cover save. Better lucky than good!

    BR1 is in Heavy Cover, so 70% Cover Save (1d100)[90]


    Pip is up!

    Initiative
    Initiative
    Elakas, Pip
    BR3, BR4, BK
    Bran, Cassius
    Bear
    Last edited by Zman; 2020-03-19 at 07:39 PM.

  14. - Top - End - #134
    Orc in the Playground
     
    AssassinGuy

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    Jul 2015
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    Default Re: BSF: Red Sun Rising(IC)

    Felpip Nindlenorn

    There’s little time to take satisfaction from a successful shot. Pip’s target is limping away and relief is in the air, fleeting as momentary hope, swift as the rush of flame pinching out the nearby torch and leaping after the fleeing man. He’s unhooked the bridge before it turns black his back. Pip opens his mouth. Bran’s magic!

    And he and the boy are in the dark. And other things are in the air. A bandit false-covered is clutching at his neck, too late for ricocheting barbs. But Pip is watching none of that.

    For a ball of slabber and fur has roared rage from below and leapt to rake Cassius from his horse. Like a shard of light, his friend shoots off of Firebrand. His mighty shield has saved him!

    Safe for now. Truly? Here come the others.

    Out of the shadows in the heights above the bear’s home, three more villains have emerged.

    They can’t see me or Bran. The know we’re here though. But, not where!

    Pip makes sure of that. He steps diagonally thorough the dark, reloading his crossbow in haste. And then he fires at the foe he fancies as the fiercest, hoping to sow confusion. Or even fear.

    Spoiler: Pip R2
    Show
    1…. Move to R6 (Pip’s full 20’)
    2…. Reload crossbow
    3…. Fire at bandit K (at G6)
    (1d20+2)[9]
    (1d20+2)[12] Adv
    (1d20+2)[11] DoubleAdv
    For
    (1d6+1)[3] damage

    (I rolled double advantage because in his new location, in the near dark, I believe to the bandits Pip is now Unseen/Aware/Unlocated. If I got that wrong, just ignore any redundant rolls?)

  15. - Top - End - #135
    Firbolg in the Playground
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    Apr 2012
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    The whipcrack of a crossbow firing and a bolt comes flying from the dark, but Pip's bolt narrowly misses its mark...

    Bandits

    The bandits, brandishing their crossbows try and make the best of a bad situation... bolts fly acdcross the air, one narrowly missing Elakas, another skittering off the old stone near Cassius' foot, and the third whistling through the dark missing Pip by a comfortable margin...


    Spoiler
    Show

    Pip Misses by 1!

    Bandit Knife
    1.0 Load Crossbow
    2.0 Fire at Elakas (1d20+4)[17] for (1d8+2)[3] Hit: 3 Damage -1HR = 2HP
    3.0 Move to E11

    Bandit Recruit 3
    1.0 Load Crossbow
    2.0 Fire Crossbow at Cassius (1d20+2)[4] for (1d8+2)[10] Miss
    Cassius Passive Shield 10% (d100)[3] Would have been stopped by the shield
    3.0 Move to F8

    Bandit Recruit 4
    1.0 Load Crossbow
    2.0 Fire Crossbow at Pip(Unseen)(1d20+2)[7](1d20+2)[15] for (1d8+2)[3] Miss
    3.0 Move to E7

    Initiative
    Elakas, Pip
    BR3, BR4, BK
    Bran, Cassius
    Bear

    Last edited by Zman; 2020-03-20 at 09:56 PM.

  16. - Top - End - #136
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2013
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    Dixie
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    Cassius Mortain

    Cassius' head spins as he hits the ground, the breath forced out of his lungs. He's stunned momentarily, but another bestial roar from the bear shakes him out of it. No time to lay here, they were still in danger. Firebrand rears and bucks as Cassius rolls to his feet, checking on his shield--it held, good--drawing his sword, and recovering his bearings (pun not intended). Which to deal with first, though--the bear, or the bandits? He considers trying to calm down the bear... but given it's enraged state, that's probably not going to be the best idea. It is chained up, after all, there's only so much it can do from there. The bandits are the greater threat. "Firebrand, go! Get out of here!" With that, he takes off up the stairs to engage the remaining bandits.

    Spoiler: OOC (for real)
    Show
    Actions:
    0.5: Reaction
    1.0: Stand up
    1.5: Draw sword
    2.5: move to H5 (up the stairs)
    3.0: Raise shield

    Free action: direct Firebrand to disengage. I want him to step out of the bear's range, then withdraw to around I17.


    Spoiler: out of date actions
    Show
    Preserved here for posterity

    Okay, this is gonna be a bit of a conditional action. Cassius is at Expert level in Animal Handling--would it be an appropriate use of the skill to try and calm down the bear? At least get it to stop attacking long enough to disengage and get outside of the reach of the chain? If so, he'll try that. If not, he'll try and dispatch the bear first.

    Spoiler: if I can use Animal Handling
    Show
    Actions:
    0.5: reaction
    1.0: Stand up
    2.0?: Animal Handling to calm the bear: (1d20+7)[17]

    If the skill check is only a single action and is successful:
    3.0: Move to H5 (up the stairs).

    If it isn't successful:
    2.5: Draw sword
    3.0: Step to K8

    If the animal handling check takes two actions, then he can't do either, whether it's successful or not. If it's three actions then he can't do it this turn at all, and he'll step to K8 and raise shield.


    Spoiler: if I can't use Animal Handling
    Show
    Actions:
    0.5: reaction
    1.0: Stand up
    1.5: Step to K8
    2.0: Draw sword
    3.0: Attack: (1d20+3)[5]
    Damage: (1d8+2)[7]


    For Firebrand, if the bear is calmed, Cassius will call to him and tell him to get out--intending for him to go back out to the courtyard, around I17. Otherwise, if the bear is still hostile, can Firebrand attack with his hooves? I don't have stats for attack bonuses/damage. Side note, it looks like there's no equivalent to the withdraw action? Might be a good thing to have, unless it was a deliberate decision to leave it out.
    Last edited by rs2excelsior; 2020-03-22 at 08:48 PM.
    I'm playing Ironsworn, an RPG that you can run solo - and I'm putting the campaign up on GitP!

    Most recent update: Chapter 6: Devastation

    -----

    A worldbuilding project, still work in progress: Reign of the Corven

    Most recent update: another look at magic traditions!

  17. - Top - End - #137
    Titan in the Playground
    Join Date
    Jun 2011

    Default Re: BSF: Red Sun Rising(IC)

    Bran continues forward silently, simply walking across the open air to the central platform. Seeing that Cassius ignores the bear, he does likewise.
    Spoiler
    Show

    Free action: airwalk 3 pp (15' of movement)
    Action 1 + 2 move to J6, airwalking over gap


    Not clear on the illumination ranges. If it would help, manifest obscuring mist (4pp) 15' radius

    If that won't stack with penalties from illumination, then fireblast R3 Reflex DC15 (1d4+2)[6] fire damage

  18. - Top - End - #138
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    With a word, Firebrand bolts from the frothing bear and Cassius makes for the stairs, his shield at the ready...

    The boy, Bran, dances across the open space, his feet striking the air as if is were no different than the stone around him. As he moves, he conjurs a bolt of flame, the ball of fire streaking towards a bandit... but the bandit manages to put the stone pillar between him and the mote of flame...


    Spoiler
    Show

    Cassius could only move to H6, stairs are difficult terrain so double movement.

    R3 uses Reaction and Takes Cover Moving Light(30%) to Medium(50%) Cover
    Dex Save(1d20+4)[11]Failure Cover(1d100)[50] Success

    Bran only had one action after moving, Obscuring mist requires 2 Actions. Though, it would have worked as the campfire has 40' of light.


    Last edited by Zman; 2020-03-23 at 08:04 AM.

  19. - Top - End - #139
    Firbolg in the Playground
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    Apr 2012
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    Male

    Default Re: BSF: Red Sun Rising(IC)

    Bear

    The frothing bear won't let Cassius go so easily, it charges up towards the stairs, nearing the end of its chain...

    Spoiler
    Show

    Bear
    1.0 Move to H7
    2.0 Claw Attack vs Cassius... Paused for Cassius to decide if he will shield block, or rely on his 40% raised shield and hope it works or the bear misses.

    *You know the bear can only make it to about H6 with its chain, so its maximum reach is H5.


  20. - Top - End - #140
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    As the bear lumbers towards the stairs, it swipes at the shining knight with its meaty paw... and misses a telling blow...

    Spoiler
    Show

    2.0 Claw Attack vs Cassius (1d20+3)[12] for (1d10+6)[11](1d10+6)[15] Slashing Damage
    Shield Block
    Triggers Shove(No AoO) on Hit (1d20)[19](1d20)[10] vs Passive 14
    3.0 Dependent on Results

    Edit: I accidentally rolled for the attack and it was a miss, Cassius will instead block the second attack. Give you the benefit of my mistake.
    Last edited by Zman; 2020-03-23 at 08:03 PM.

  21. - Top - End - #141
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    And another devastating claw follows the first... Cassius is able to catch the second mighty blow on his shield, the enchanted metal holding, but Cassius is thrown against the stones by the force of the blow, bouncing to the ground...

    Spoiler
    Show

    3.0 Claw Attack vs Cassius Auto Hit(Shield Block) for (1d10+6)[7](1d10+6)[13] Slashing Damage Shield Blowck: 7 Damage vs DR8 = No WP damage to shield.
    Shield Block
    Triggers Shove(No AoO) on Hit (1d20)[9](1d20)[20] vs Passive 14
    Major Success: Cassius is knocked into the wall in the same square for 1d4 Impact damage and is Prone

    Last edited by Zman; 2020-03-23 at 08:10 PM.

  22. - Top - End - #142
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    Spoiler
    Show

    Impact Damage vs Cassius (1d4)[1] Minimum 1HP Damage after HR

    Initiative
    Elakas, Pip
    BR3, BR4, BK
    Bran, Cassius
    Bear
    Last edited by Zman; 2020-03-23 at 08:11 PM.

  23. - Top - End - #143
    Dwarf in the Playground
     
    WolfInSheepsClothing

    Join Date
    Oct 2019

    Default Re: BSF: Red Sun Rising(IC)

    Elakas Morkasion

    Arrows and bolts flying, claws tearing, steads running. The chaos is nearly overwhelming, but Elakas does his best to stay cool. He shouts an encouraging word to his new friends.

    Fight until they lay down arms, men! A girl's life is in your hands!

    Spoiler: Actions!
    Show


    1) Shoot at THE FREAKING BEAR! (1d20+4)[16] for (1d8+1)[4](1d8+1)[2]
    1.5) Reload
    2.5) Shoot at THE FREAKING BEAR! (1d20)[18] for (1d8+1)[8](1d8+1)[9]
    3) Reload
    Last edited by achesst; 2020-03-23 at 10:20 PM.

  24. - Top - End - #144
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    Arrows fly... and are met with a furious roar of the bear!

    Spoiler
    Show

    Hit: 4 Damage -2HR = 2HP
    Hit: 9 Damage -2HR = 7>3HP

    Bear has HR 1 for being Large and an additional one for Rageing. Which reminds me, at the end of his turn he had to roll... (1d4)[4] Rage on, rage onOn a 1 his rage ended and he is Exhausted(Which would be amazing) for one round.

    Bear is out of HP!
    Last edited by Zman; 2020-03-23 at 10:54 PM.

  25. - Top - End - #145
    Orc in the Playground
     
    AssassinGuy

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    Jul 2015
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    Default Re: BSF: Red Sun Rising(IC)

    Felpip Nindlenorn

    Just missed! Pip chews on his tongue. An arrow returns. It, mercifully, doesn’t find him, but he’s not as hidden as he thinks.

    Down below Cassius is safe. He’s rolling up the stairs. Pip blinks and smiles.

    Elakas is skillfully peppering the great bear. Bran is walking on air and raining fire on their foes!

    Pip hastily reloads his crossbow, distracted with that for precious seconds. Surely the bandits are doing the same. Still, he is in the dark and they are not. Fire first, then bury yourself deeper in it.

    Spoiler: Pip round 3
    Show
    1… Reload crossbow
    2… Fire at BR3 (1d20+2)[14], Advantage (1d20+2)[5], for (1d6+1)[6]
    3… Stealth(Move Silently) for 10’ to Q5

    When Pip shoots at BR3, I believe, to the bandits, his status is: Aware/Located/Unseen. So this gives Pip an advantage on his attack roll. By moving at the end of his round, if his stealth check is successful, then he will be Aware/Unlocated/Unseen to them, for double advantage on his first attack next round! (Fingers crossed I’ve interpreted all of this correctly.) Plus he’ll be getting closer to ultimately support his friends with his (hopefully backstabbing) dagger.

  26. - Top - End - #146
    Firbolg in the Playground
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    Apr 2012
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    Default Re: BSF: Red Sun Rising(IC)

    A crack of a bowstring, a whistle from the dark, and... the bandit hiding behind the pillar finds himself with a bolt running him through and through...

    Spoiler
    Show


    R3' Cover Save Mediume Cover due to Taking Cover (1d100)[84]

    Hit: Cover Failure; Armor Success; 6 Damaged Reduced to 5WP Damage; R3 Wounded

    It would be good for Pip to still roll the Stealth. At less than 50', it could actually matter.

    Bandits are up, I'll get to them later today.
    Last edited by Zman; 2020-03-24 at 09:14 AM.

  27. - Top - End - #147
    Firbolg in the Playground
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    Default Re: BSF: Red Sun Rising(IC)

    Spoiler
    Show

    Forgot Armor Save 40% DR1 (1d100)[21] Success
    Last edited by Zman; 2020-03-24 at 09:11 AM.

  28. - Top - End - #148
    Orc in the Playground
     
    AssassinGuy

    Join Date
    Jul 2015
    Gender
    Male

    Default Re: BSF: Red Sun Rising(IC)

    Felpip Nindlenorn

    Spoiler: Stealth
    Show
    Ah, here's Pip's Move Silently roll!

    (1d20+7)[23]

  29. - Top - End - #149
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: BSF: Red Sun Rising(IC)

    Bandit

    The three bandits who've yet to engage, grab the limp form of the girl and make for the stair, disappearing towards the top of the tower...

    The wounded bandit, fumbling with the bolt that had run him through retreats back, taking cover as far from the fray as he can, shaking hands struggling to reload his own crossbow...

    The other two, both reload their crossbows before peaking around stone shielding them to counterattack the firewielding foe before returning to cover, both pause for a split second at the sight of the airdaning boy, but is a split second enough for them to miss their shots... Bran is able to effortlessly read and dodge the first, but his sudden movement brought him within a hair's breath of the second bolt.

    Spoiler
    Show

    The ???s have taken the girl and are making towards the top of the keep.

    R3
    .5 Reaction
    1.5 Move to A7
    2.0 Take Cover
    3.0 Reload Crossbow

    R4
    1.0 Reload Crossbow
    2.0 Fire at Bran (1d20+2)[8] for (1d8+2)[5] Piercing Miss
    I.D.M.A 20% Cover(1d100)[20]Would have succeeded
    2.5 Take Cover

    K
    1.0 Reload Crossbow
    2.0 Fire at Bran (1d20+4)[23] for (1d8+2)[10] PiercingHit: Nearly a Crit. 10 Damage - 1HR = 9 HP Damage
    I.D.M.A 20% Cover(1d100)[99]Failure
    2.5 Take Cover

    Initiative
    Elakas, Pip
    BR3, BR4, BK
    Bran, Cassius
    Bear
    Last edited by Zman; 2020-03-24 at 09:53 PM.

  30. - Top - End - #150
    Titan in the Playground
    Join Date
    Jun 2011

    Default Re: BSF: Red Sun Rising(IC)

    Bran Aelfstone
    With an entirely unwarranted feeling of invincibility and a burning hatred, Bran leaps into the air, aiming for a gap in the wall of the higher tower.
    Spoiler
    Show
    If I am reading the rules right, Bran's vertical jump would be 1 + .25*5 (Dex ranks) for 2.25 feet and his jump onto is 3+.25*5 for 4.25. He can windwalk for 20 feet (vertical and horizontal combined)

    I don't know exactly where the opening is, so if just 1 action and a windwalk won't get him up there, he will start by jumping, windwalking, then jumping up if necessary.

    If needed, acrobatics to climb (1d20+5)[11]
    extra roll for adv/disadv (1d20+5)[19]
    and a third to be safe (1d20+5)[24]

    If the third roll is not needed AND he is, for some reason, going to fall dangerously due to a botched check, can use the unused rolls for a destiny point reroll.

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