"Of course," Kriv seems somewhat surprised by the question, as if there weren't any other possible answer, "I am no fiend as to leave a man in need dying at the side of the road. As for hunting bandits, I consider it an enjoyable pass time. I should like to confront these bandits soon, while they're yet unprepared and tired from setting up their blockade. Oh! Excuse my manners, I am Sir Kriv Balasar." Kriv quickly frees Kalhar from the cart and gives him a rough pat on the flank. "Kalhar, I need you to stay here and watch over John for me. He's in no condition to fend for himself and I don't want any wolves dragging him off while I contend with these bandits." Kalhar clicks his beak in acknowledgement.
Honourable, yet bloodthirsty; I wonder how long this dragonborn can balance that mix ... ?
Baldur hops down from the cart and watches Kriv release his beast. "Baldur, a pleasure. I hail from the far north, the Vaasa region. Up there, we respect those who help the helpless, you have my sword. Let battle be joined and let us pray we are not too late to rescue this poor soul's good wife."
Kriv's lips curl back displaying his sharp teeth in the closest thing a Dragonborn can present to a smile as he nods and grunts in approval at Baldur. "Excellent, no sense standing around here when there's work to be done."
Kriv begins walking down the middle of the road towards the bridge. As he approaches he lifts his favorite tratnyr, pointing it at the bandit with the bow and shouts, "Stand to, Cur, and prepare to meet with your god in glorious battle! Unless of course you wish to surrender and hand over your prisoner, in which case I can promise you a swift and painless death."
Preemptive Initiative check: 1d20+2=5! Guess I spent too much time thinking what to say rather than preparing to fight.
Sorry this post was a little late. Very busy day with work and a problematic Post Grad application. Also didn't realise I didn't have a map ready for the bridge encounter and I am not really sure what I am doing with Map Tools yet. Minor hick-up, I need to figure out a better way of sorting out the maps. Things liek this will iron out.
Boindal
Eponas is as fast as Effetain led Boindal to believe. Of course, the viewpoint atop the creatures back coupled with his inexperience when it comes to horses and riding means the speed at which Eponas covers ground doesn?t seem at all unusual for Bolindal. However, to any onlooker the horse almost appears super natural in its speed and grace, as if enchanted.
A few hours pass, uneventful, Boindal?s main focus being upon holding on for dear life as the grand horse gallops through the forest unhindered.
Just as Boindal is getting the hang of the riding, a creature comes darting out of the woodland right in to Eponas? path. The horse tries to stop, but her hooves simply slide in the soft dust of the Kings Road. Due to the sudden stop, Boindal finds himself being propelled from the saddle.
Boindal lands with a heavy thud, bouncing once, rolling over and sliding to a halt upon his back. But Dwarves are made of stern stuff, Dwarven heroes more so, and little harm is done by an accident that would potentially kill any normal man. Standing up in a cloud of dust, the Dwarf can make out the shape of Eponas getting back on her feet after her tumble, and the trampled corpse of something in the road.
On closer inspection, the corpse is a recently deceased Kobold, who even in death still grips a dark wooden box within his claws.
Eponas is fast, but not so easy to control. You got good rolls on the damage dice, taking 3 (on 3d6!) damage in total putting you on 32/35 while Effetain?s horse took 9 in total, putting her on 33/42. Make sure to read everyone?s posts and replies to understand what is going on.
Furgin
Furgin lies upon his stomach watching the Kobold squabble unfold. After five or so minutes, the third Kobold begins to calm down. He stops shouting and sticks his Spear into the ground. He moves over to a well camouflaged makeshift tent that Furgin had not seen until now, and disappears inside.
Just as the two Kobolds struggling over the item begin to calm down, the smaller of the two lets go of the item. The one on the left is at first shocked by this development and stares down at the item now resting solely in his hands. Furgin can now see the item more clearly; it appears to be a small dark coloured wooden box.
Suddenly, the other Kobold draws a dagger and stabs the supposed victor of the argument. The blade digs deep into the creatures exposed chest. Stunned, the Kobold stands still for a moment staring downwards. From where Furgin is situated it is unclear whether the injured reptile is staring at the item, or this blade now lodged in his chest. The third creature emerges from the tent with a small pot of broth clasped firmly in both hands, wisps of steam rise up from the hot liquid within. Shocked, the Kobold drops the pot, a steaming froth sloshes against the leaves that litter the woodland floor.
The aggressive kobold snatches the small box from the claws of his victim, shortly before the injured Kobold?s body tumbles to the floor dead, and darts into the woods. The third Kobold stands, still in shock, staring at his fallen comrade.
It looks like the Kobold with the box has ran towards the forest edge, in an attempt to get onto the road.
The third Kobold, before retreating into the tent rolled a total of three on a spot check, again. Kobolds, they sure are attentive. : /
Kriv
Kriv?s bellowing challenge is met by the bandits dropping what they were doing, and somewhat startled, draw their weapons. The Archer among them readies an arrow, aiming at Kriv.
?What the hell?? he screams, ?Looks like we have some wannabe adventurers to contend with boys.?
An arrow sets sail from the archers bow, smashing against Kriv's full plate and shattering. The Dragonborn shrugs off the attack, unharmed.
On closer inspection, one of the three thugs appears to be brandishing a well crafted scimitar, the other two crude clubs.
So far the initiative order is as follows:
Bandit Leader/Archer.
Bandit with Scimitar.
Kriv.
Bandit A.
Bandit B.
Waiting on Baldur's initiative before anything kicks off fully. The Leader/Archer's turn has gone for this round.
Baldur
Looking over John's grievous wounds, Baldur wishes he could do more to help him. In the past, his stories and his songs have inspired warriors to get back on their feet, to fight on, to keep going through pain and injury. But not today, John is too far gone.
Under normal circumstances, your magically imbued songs would work, but John is pretty far gone. If he had a ?healing surge? in gameplay terms, it was spent shortly after/while Kriv applied his makeshift aid. Therefore his body is too far gone to repair of its own energies. A Lay on hands would be a different matter. Sorry. Your initiative score is needed for the combat, if you decide to join it.
Furgin takes this opportunity to quickly make his way back to his pack and avoid an unnecessary confrontation with the clearly unpredictable kobolds. Not wishing to hang around, Furgin decides to risk moving faster, meaning he has to run hunched over. The sound of his movements seem like a torrential waterfall to Furgin.
Breathing heavily, the halfling skids to a halt at the tree where he left his pack. Throwing the pack onto his back, Furgin crouches behind the tree and tries to decide which way would be best to avoid the kobolds.
I'm going to roll a stealth check but without my +12 modifier, to allow for the fact that Furgin isn't being particularly stealthy, he's pretty much just sprinting (crouched as low as he can) to get away. If that's a problem, let me know.
Stealth Check: 1d20 = 7. EDIT: After taking Sprigg's advice, my stealth check result is now a 9. I doubt it'll help but thanks anyway Sprigg!
Well, fuck.
Also, sorry the post isn't actually that interesting...I'm a little tired. I might edit tomorrow just to make it interesting. The result won't change at all.
Seeing the bandits on the bridge, Baldur shouts a mysterious verse to imbue his fighting spirit ...
"Vin sínum
skal maðr vinr vera
ok gjalda gjöf við gjöf
hlátr við hlátri
skyli hölðar taka
en lausung við lygi
Vin sínum
skal maðr vinr vera
þeim ok þess vinr
en óvinar síns
skyli engi maðr
vinar vinr vera."
... and hurls himself into battle.
Initiative: 12
On my turn, I activate Skald's Aura(minor action). Then I am charge-attacking the furthest enemy in my range (5 squares) 12 vs. Ac, 9 dmg - bah!
Then I shift 1 square to end my turn as close to the archer as I can.
Any AoOs I incur are vs. my defences +2
At the end of my charge, I get +2 to all defences until SoNT.
Stealth "Opposed Check: Stealth vs. passive Perception ... If you move more than 2 squares during the move action, you take a ?5 penalty to the Stealth check. If you run, the penalty is -10" So add 2! ... for what it's worth lol
The mysterious notes sang by Baldur wash over Kriv, instilling him with a sense of reassurance. He shall not stand alone in this battle today.
Baldur sprints towards the nearest bandit swiping visciously with his blade and connecting hard. The sword slices through flesh with ease, a fatal blow. The bandit grasps at the gaping wound in his side, collapsing to the floor. Baldur steps over the corpse of the fallen enemy, his eyes set upon the archer.
The scimitar wielding brute, larger in stature than his companions, screams as he leaps towards Baldur, scimitar raised above his head, ready to strike. But Baldur?s blade fresh from the innards of his enemy is quickly raised above the barbarian's head. Dripping with blood, the swords clash with the reassuring sound of the metal upon metal; the blade did not find Baldur?s skin. At least, not this time.
Sprigg, your damage was enough to see off an over-confident lackey. The Scimatar missed you thanks to the bonus from your shields property bonus. I have shited you over the corpse as it seems the most logical way to get to the archer.
Initiative is as follows:
Bandit Leader/Archer.
Bandit with Scimitar.
Baldur.
Kriv.
Bandit A - Dead.
Bandit B.
Kriv's turn.
For future reference I will always roll out opportunity attacks at the first chance you get them unless specified otherwise.
Further back down the Kings Road, somewhere in the woodland running along the roadside:
Furgin hoists his back pack onto his back and looks through the woodland towards the forward camp of the Kobolds. No creatures follow.
To avoid the Kobold camps that will no doubt litter the woodlands ahead Furgin has two immediate options. Firstly, to move out on to the road and proceed onwards to Winterhaven that way. Or alternatively, he can head North a while, then East, allowing him to hopefully avoid anymore Kobold encampments. The problem with the latter plan is that it would put him several hours out of his way.
Kriv readies his tratnyr, the weapon itself seems eager to taste blood. He sets his eyes on one of the bandits and charges into him, attempting to skewer the knave with the full force of his momentum.
Roll to hit bandit west of Baldur on charge: 1d20+7=17 vs AC. Damage: 1d8+1d6(if he's at full health) from challenge seeking tratnyr+5=19. Full damage on both damage rolls, wasted on a lackey. Damn...
Kriv then prepares himself to counter the movements of enemies around him and to protect his friends from attack as he moves between Baldur and the archer, just west of the bandit with a scimitar.
Ativate Defender Aura, minor action. -2 to all enemy attack rolls in my aura of 1 that target my allies, and enemies are subject to my Battle Guardian ability to receive an AoO when shifting or attacking an ally while in my Defender's Aura.
With an arrow half-knocked, Furgin pushes through the undergrowth in the direction of the road. He figures that the kobolds would try and avoid being in plain sight if they possess an item that they consider important. Furgin recalls briefly that goblins are much the same.
As the bushes thin out, Furgin begins to relax, although not too much. Out in the open he feels exposed, always having relied upon his natural gift for hiding in the forests to keep him out of danger. With the arrow still readied in his bow, Furgin cautiously walks the road.
Soon, he round a bend and spots a rather fine looking horse a few feet from his position. Just past the horse is a hefty dwarf standing over what appears to be a dead kobold.
I'm going to do an intelligence check to see if Furgin can connect the dots and realise that this koblod is the same one he saw running off with the box earlier. Pleasant Kenobi has given me a target number of 15. Should be amusing considering I have -1 intelligence modifier.
1d20-1 = 7.
Fuck.
Not realising that the dead kobold is the same one that he saw murdering one of it's own kind and fleeing with a strange box clutched in it's arms, Furgin lowers his bow and walks towards the dwarf, shouting a greeting to him as he advances.
"Ho, dwarf! Bit of kobold trouble? I saw some lurking in the woods earlier." Furgin halts a couple of human paces from the horse and smiles amicably at the dusty-looking dwarf. "Get all of them?" He asks, scanning both sides of the forest, muscles tensing in case of an ambush.
Perception check to see if any kobolds are lurking in the woods.
Kriv?s tratnyr slides through the thug?s leather armour with little resistance. Thrusting, Kriv lifts the bandit off his feet with the blade planted firmly in his chest, before dropping him and stepping sideways to cover his ally.
Your did more than enough damage to wipe out the lackey. Your speed is 6 right? You didn?t have enough speed left to get between the archer and Baldur. Let me know if I am wrong.
The archer back pedals slightly, notching another arrow and letting fly, before turning completely and running a good twenty or so feet to get away from these evidently deadly melee fighters.
A short moment after the thud of the arrow making contact occurs, Baldur realises he has been hit. The arrow has landed firmly in Baldurs left shoulder, a considerable wound, he can feel the blood expelling from the wound and filling the shoulder of his chainmail armour. This archer is dangerous, and far better trained than his colleagues.
A roll of 20 after bonuses hits you by 1. 10 damage puts you on 16/26. Baldur is up next, followed by Scimitar man then Kriv.
Throughout Boindal's life he had always wondered what it would be like to be a great dwarf lord leading a thousand strong dwarven army against an army of orcs ten times as large. He had also, on one occasion, wondered what it would be like to be as tall as an elf. Of course he would always deny this! But never had Boindal Felhammer ever wondered what it would be like to fly, and now that he knew the feeling, he never wanted to feel it again! This thought crossed his mind as he flies off Eponas and lands face first in the road 15 feet away.
Boindal shakes his head and begins to dust himself off as he gets up from the road. "What the Hell was that," Boindal shouts in a manner that only a person who has just been embarrassed can. He turns and looks directly at Eponas, "I thought we had a deal, us crazy animal!?!" But as Boindal begins to walk back he notices the obstacle in the road that sent him on his short flight. "Kobolds," Boindal whispers as he draws his hammer and shield as the realization dawns on him that he could be under attack. Quickly he scans the woodlands for any sign of trouble.
rolled a 1 for perception check! I ain't seeing shit lol
Satisfied that there are no other attackers in the immediate vicinity, Boindal moves to the dead Kobold with caution. Noticing the dark wooden box clutched in the obviously dead kobold's hands he sheathes his hammer and picks up the object. Looking it over thoroughly Boindal tries to discern what the item is.
history 1 + d20 of 18 = 19 or insight 4 + d20 of 19 = 23 to figure out what the box is. One really bad roll followed by two really good ones!
Argh! Stupid internet is down at home so posting from my phone, and took so long to post that I missed Furgin's last post so will post a responce tomorrow morning after fixing internet.
Baldur grimaces and tries to keep his head clear of the pain. He takes a huge breath and cries "sekfi hrið Sköglar!" at the other thug, calling upon his every ounce of strength left in him.
Baldur then calls upon his lækningar orð and advances on the archer, allowing him plain view of his wound healing over.
"Think you can do that twice?!" he yells across the bridge.
Staggering Note on the thug for 11, so used Heroic Effort to add a 4 for a total of 15 vs. Will. 4 damage on a hit and I push the target 2 squares so off the bridge with him. Minor: I pop off Skaldic Aura for a healing surge + 3. 25/26hp.
Move action: advance 5 squares across the bridge
I have a speed of five actually. I just remembered the charge rules wrong. I knew a charge was a standard action, so I figured I could do a movement action in the same turn, thus charging AND moving my speed. However, per the official D&D compendium, it states a player's turn usually ends after a charge except for some free actions such as spending an action point, etc. So you can make a movement action and THEN charge, but you can't charge and then make a movement action. So I couldn't move after charging, nor technically activate my defender's aura, but I could activate that before charging and it wouldn't change anything. Also, Baldur technically couldn't shift after his charge either, but what's done is already done imo. Up to you DM. I'll post the compendium's rules on charging for your convenient reference.
CHARGE A TARGET
Action: Standard action. When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain, and then follow these steps.
1. Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position.
2. Attack: The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.
3. No Further Actions: The creature can?t take any further actions during this turn, except free actions.
A creature?s turn usually ends after it charges. However, it can extend its turn by taking certain free actions, such as spending an action point (which grants the creature an extra action).
Published in Player's Handbook, page(s) 287.
P.S. sorry for posting without progressing the story or combat, just prefer it to actually be my turn to make accurate final decisions for my character. A lot can happen in one player's/NPC's turn!
Oh, and I find that quite a few people don't really understand how to visualize a tratnyr so I figure I'll help you guys out with my interpretation of it. It's often described as a "winged spear" of Dragonborn invention, so my interpretation of it is something along the lines of
The item is a small ornate wooden chest with golden latch. It isn?t locked.
Upon opening the chest Boindal finds a small vial, roughly four inches in length, filled with thick black liquid and sealed with a small amount of wax. The small box appears to have two more slots for storing similar vials which are missing. The glutinous liquid is so dark in colour it appears to the eye that light around the vial is being absorbed. Attached to the neck via a strand of incredibly strong spiders silk is a label that simply reads ?Death-?. Unfortunately the label is damaged, torn in two. Whatever suffix or secondary word that originally accompanied the ominous message now lost forever.
Interestingly the vial appears to be designed so that it must be smashed or cracked in order for the liquid to be removed. Boindal feels that there is something innately wrong with the liquid, it is certainly not natural. It almost feels as if Boindal is being pulled towards the vial, with such a feeling fading when it is place within its container and the chest closed.
Looking up, Boindal sees a young Halfling ranger wandering towards him along the road.
See Tips? post above for dialogue etc.
On the Bridge
Baldur?s voice rings out with the crackling boom off thunder, pushing the scimitar wielding aggressor of balance, he stumbles and falls backwards over the three foot high wall. Splashing into the fast moving river, the bandit is swept away as he struggle to keep afloat.
The archer is alarmed to see Baldur relatively unscathed by what he considered a magnificent hit.
I have a speed of five actually. I just remembered the charge rules wrong. I knew a charge was a standard action, so I figured I could do a movement action in the same turn, thus charging AND moving my speed. However, per the official D&D compendium, it states a player's turn usually ends after a charge except for some free actions such as spending an action point, etc. So you can make a movement action and THEN charge, but you can't charge and then make a movement action. So I couldn't move after charging, nor technically activate my defender's aura, but i could activate that before charging and it wouldn't change anything. Also, Baldur technically couldn't shift after his charge either, but what's done is already done imo. Up to you DM. I'll post the compendium's rules on charging for your convenient reference.
CHARGE A TARGET
Action: Standard action. When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain, and then follow these steps.
1. Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position.
2. Attack: The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.
3. No Further Actions: The creature can?t take any further actions during this turn, except free actions.
A creature?s turn usually ends after it charges. However, it can extend its turn by taking certain free actions, such as spending an action point (which grants the creature an extra action).
Published in Player's Handbook, page(s) 287.
P.S. sorry for posting without progressing the story or combat, just prefer it to actually be my turn to make accurate final decisions for my character. A lot can happen in one player's/NPC's turn!
I was unaware that charging counted only as a Standard action. After this encounter, we will use those compendium rules for it. My house ruling is that minor actions are always allowed after a charge.
Baldur shifted due to an item property bonus, thus 'bending' the rules. Thanks for the info Red_Fog. : )
Kriv begins to chase after the bandit archer. Crossing the bridge he yells out, "Running won't save you now coward! Come and face me like a true warrior to redeem what little honor you may have in your final moments!" Finding the bandit's cowardly tactics most despicable, Kriv sends his tratnyr flying after him, then draws his khopesh.
Move action: 5 squares North. Standard Action, basic ranged attack with challenge seeking tratnyr: 1d20+6=18 vs AC Dmg: 1d8+1d6+5=8 Figures, get super duper damage rolls on some pathetic minion, then get shitty rolls on the head honcho. Well, maybe a big ass spear impaled in em will slow em down a bit, lol. Minor action: unsheath khopesh.
P.S. Np for the info, compendium makes looking up rules a breeze typically.
As the spear strikes the archer, Baldur slows to a stroll and calls "I'd give in if I were you, friend. I'm not sure I can keep him from spilling your guts on the cobbles."
If bloodied, Intimidate check of 13 vs. Will to force him to surrender.
As the halfling emerges from the woods and calls out to Boindal, he quickly puts the vial away and shuts the small chest. Boindal tucks the chest into his belt and walks over to where the halfling is admiring Eponas. "Aye! As far as I can tell that be the only one around. Of course, truth be told the kill does not belong to me, but my steed Eponas there. A mighty fine steed, but alas it is only on loan to me and I be charged with her protection. If ye be heading toward Winterhaven I'd be happy to offer you a ride. Name's Boindal, what's your's?"
Sorry for the short post, internet still twitchy at home
"I'm Furgin Clearwater, sir!" The halfling says cheerfully, stepping closer to the giant horse, eyeing it warily. Eponas shakes her head as some form of horse-greeting. "Winterhaven, you say?" He asks as he calmly returns the nocked arrow to his quiver and loosens his grip on the smooth, bone shortbow in his hand. "You've been sent by the Lady Marla, too?"
Reaching up tentatively, Furgin strokes Eponas softly on the nose. When the horse snorts at him, he snatches his hand back and jumps back a few paces as if he'd been burnt. Seeing the look on Boindal's face, Furgin casts his eyes down to the floor sheepishly. "I'm not really used to horse to be honest. They're a bit on the...uh" He stammers, waving his hand as if trying to conjure the words in front of him. "On the...large side." Eponas snorts again, causing Furgin to flinch. "No offence to you, elegant thing that y'are."
This slightly embarrassing episode over, Furgin smiles at Boindal and points a little finger up the road, in the direction of Winterhaven. "Shall we?"
Suddenly, a loud and brash horn sounds from within the wood, followed by squawking in that familiar high pitched Draconic. Emerging from the tree-line, leaping out on to the road, fifteen or so feet down the road come a dozen kobolds, two carrying huge bronze shields, another evidently a shaman.
The shaman points, taking aim with his staff, and squeals some incomprehensible command. An orb of fire flies from the tip of the staff towards Boindal. The spell hits, singeing the dwarf?s beard, and charring his armour.
The adventurers can hear more noise from deep within the woodland, potentially more kobolds rallying to the sounding of the horn.
A hit of 22 including combat advantage due to surprise, 6 fire damage, putting Boindal at 26/35. You are outnumbered severely and this shaman obviously packs a punch. If you decide to attempt to engage these creatures I will post an encounter map. Or of course, you can take a different course of action. Your call guys.
On the Bridge:
The tratnyr lands firmly in the bandits leg, knocking him to the ground, blood spilling onto the dry and dusty road.
The bandit crawls a few feet before giving up. He screams in pain, his dirty cheeks streaked with tears.
?Please, I beg you! Spare me.? His voice whimpers with the fear as Baldur strolls towards him. ?Take the gold, please, I have... I have... a family!? He pulls a coin purse from his pocket and throws it towards the Barbarian. ?P-P-Please!!!?
You didn?t quite bloody him, but Kriv?s attack and Baldur?s intimidate have reduced this man to a wreck. As far as you can tell (i?ve done the roll checks), this man is being honest, he does indeed have a family.
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