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[LPF] The Road to Tritower

Francis John III, Self-Proclaimed Halfling Prince[sblock=Mini Stats]Francis John, III
HP: 7/7
AC: 18 FF:14 T:15
CMB: 0 CMD: 13
Fort: -1 Reflex: +5 Will: +1
Perception: +7 Initiative: +3
Bluff: +13 Diplomacy: +8 Motive: +5
Sleight: +9 Stealth: +11
Armed: Light Crossbow +4 1d6
Bolts Remaining: 20/20
Unarmed: Dagger +2 d3+1
Adaptable Luck: 1/3

Last Rolls:
Initiative: 12
Perception: 27
Stealth: 16
[/sblock]

Francis concurs with The Plan™.
 

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A Shadowy Figure

Francis sneaks through the underbrush, attempting to reach the vantage point he determined from his initial recon of the area. All seems to be well as he approaches his destination--no signs of anyone or anything amiss. However, as he is about to get there, he nearly trips over something… someONE… crouched down in his intended hiding spot! Whoever they are, they gasp with a certain surprise--the shadowy figure clearly didn't see him coming until his final step. Because of the poor lighting conditions, the best Francis can determine is that the interloper is probably man sized.

[sblock=No Surprise]Well, or surprise for both individuals. :) Francis may choose an action. At this point, no actions from any of the other players or friendly NPC's. Actions may open up depending on what happens.

Map: http://beta.ditzie.com/71559/54a215afd9d13

Map Note: The rest of the group is 60' south of O-7.[/sblock]
 

Francis John III, Self-Proclaimed Halfling Prince[sblock=Mini Stats]Francis John, III
HP: 7/7
AC: 18 FF:14 T:15
CMB: 0 CMD: 13
Fort: -1 Reflex: +5 Will: +1
Perception: +7 Initiative: +3
Bluff: +13 Diplomacy: +8 Motive: +5
Sleight: +9 Stealth: +11
Armed: Light Crossbow +4 1d6
Bolts Remaining: 20/20
Unarmed: Dagger +2 d3+1
Adaptable Luck: 0/3

Last Rolls:
Initiative: 12
Perception: 27
Stealth: 16
[/sblock]

The halfling stutters as he quietly sputters out "Oh, hrm, well yes.... there you are, aren't you? Lovely evening for finding the midnight bloom of the fetchling night vale, isn't it? I'll say it does wonders for the pipe. Me name's Kender, Kender Baggervance, with my pleasure."

As Francis weaves his web, he secretly gets out his dagger into his free hand, hopefully aided by the dark of the night. "So what brings you to the deep of the woods on this wondrous eve?"

[sblock=OOC]When does my adaptable luck reset? (I get 3 per day)
If I don't have enough 'actions' you can skip the sleight of hand.[/sblock]
[sblock=Rolls = Bluff 28, Diplo 23, Sleight 29]Bluff +13 +2 adaptable luck, Diplomacy +8, Sleight of Hand +9: 1D20+15 = [13]+15 = 28
1D20+8 = [15]+8 = 23
1D20+9 = [20]+9 = 29
[/sblock]
 
Last edited:

A Shadowy Figure

As Francis launches into his explanation, hand slowly creeping towards his dagger, between his lengthy monologue all he hears is a distinctly baritone voice softly say, "Wrong place, wrong time..."

With that, Francis hears the sound of a weapon clearing the scabbard. Foliage rustles as a blade whips by leaving the halfling counting his blessings that it didn't connect.

[sblock=Actions]Absolute minimum time to use bluff is a full round. Same with Diplomacy. So, neither the Diplomacy nor Slight of Hand happen. Not that it matters, the guy doesn't apparently care who you are.[/sblock]
[sblock=Daily Abilities]I could not find a good reference on when such abilities should reset, whether it be at midnight or from time of use. I could keep pursuing this question, but it's not really an issue. The initial attack began during the first watch, about 10 pm or so. Despite how long it takes us to resolve things PBP, two game hours haven't elapsed.[/sblock]
[sblock=Combat]The Shadowy Figure misses Francis. Francis is up. No update to map. The rest of the group hears something is amiss and acts next round.[/sblock]
 

Francis John III, Self-Proclaimed Halfling Prince[sblock=Mini Stats]Francis John, III
HP: 7/7
AC: 18 FF:14 T:15
CMB: 0 CMD: 13
Fort: -1 Reflex: +5 Will: +1
Perception: +7 Initiative: +3
Bluff: +13 Diplomacy: +8 Motive: +5
Sleight: +9 Stealth: +11
Armed: Light Crossbow +4 1d6
Bolts Remaining: 19/20
Unarmed: Dagger +2 d3+1
Adaptable Luck: 0/3

Last Rolls:
Initiative: 12
Perception: 27
Stealth: 16
[/sblock]

Instead of a scream or shout, or even a mere whimper, the startled halfling loudly lets slip the cry of the red-feathered split-tail! "Squa-Squa-Squaaawwwwk!" He fires his crossbow in what he hopes is the right direction, but frowns when he realizes he absolutely has no idea what he's doing. Francis stumbles a few steps backwards, and manages to reload his crossbow with a shiny new bolt. "Squawk damn you!"

[sblock=OOC]Do I get the adaptable luck roll back?[/sblock]
[sblock=Attack 7 Damage 6]Attack and Damage: 1D20+4 = [3]+4 = 7
1D6 = [6] = 6
[/sblock]
Map after surprise round
 

Round 2: A Shadowy Man

As Francis fires his crossbow, the shadowy man slashes at him again. This time, Francis is saved by intervening vegetation between the blade and himself. Undeterred, the man pursues the stumbling halfling, slashing again with some sort of long blade, but with no success.

Francis, in all his excitement, blurts out a bird call of some kind. Meanwhile, back in the main group, Anna immediately adds, "That didn't sound right--I think Francis may be in trouble. We have to get up there!" She immediately starts making towards the camp, but it's immediately obvious it's going to be a while before she can make it. Anzaldo's torchlight and Brandon's magical light illuminate the path, giving a strange combination of natural flickering and magical soft light to see by.

The captive drow flashes a look of concern as Anna becomes agitated, but doesn't do or say anything.

[sblock=Combat]Either firing a missile weapon in melee, or moving a square in difficult terrain, will provoke an attack of opportunity. Fortunately, even out of two attacks, the shadowy man could not connect. It's worth nothing that, until lighting conditions improve in the area of the shadowy man and Francis, there is a 20% miss chance on all attacks (which made all the difference for Francis.)

Everyone is up. Blood is yet to be drawn on either side. All 3 player characters in the main group have a 30 foot move, so a double move will put them nicely at the edge of the map if they wish to do this. As part of one of these move actions, weapons may be drawn by those by those with a BAB of +1 or higher (Leira, basically). Anzaldo might or might not be able to keep up, but Anna definitely cannot on her own.

new map: http://beta.ditzie.com/71559/54a4ed261f806

Francis: I was assuming the skills were resolved in the order presented, and you attached the Adaptive Luck to the first one. (The other two did not resolve due to lack of action.)[/sblock]
 


Francis John III, Self-Proclaimed Halfling Prince[sblock=Mini Stats]Francis John, III
HP: 7/7
AC: 18 FF:14 T:15
CMB: 0 CMD: 13
Fort: -1 Reflex: +5 Will: +1
Perception: +7 Initiative: +3
Bluff: +13 Diplomacy: +8 Motive: +5
Sleight: +9 Stealth: +11
Armed: Light Crossbow +4 1d6
Bolts Remaining: 19/20
Unarmed: Dagger +2 d3+1
Adaptable Luck: 0/3

Last Rolls:
Initiative: 12
Perception: 27
Stealth: 16
[/sblock]

Completely out of his element, the poor halfling hightails it out of the situation as quickly as possible.

Full round action: Withdraw

Map after Francis
 

Leira Olren

Leira hightails it through the brush to catch up with Francis. "I got your back Francis, don't worry." As she is hastily moving forward, she unhooks the whip sword from her waist and gets a good grip on it in her left hand, her right still carrying her shield. She assumes the Dragon Style Stance as she moves into position behind Francis, her legs limber and ready to strike anyone who makes a mistake by coming close.

New Map
[sblock=Actions]
Double Move
Swift Action: Dragon Style
[/sblock]

[sblock=Leira Olren Mini Stats]

Leira Olren
AC:19 (16 flat-footed, 13 touch)
HP: 11/11
CMB: +5 CMD: 18

Fort: +3 Reflex: +3 Will: +1
Perception: +1 Sense Motive: +1
Initiative: +5

Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Current Weapon in Hand: Urumi, +5, Damage: 1d8+4, Crit: 18-20/x2, Type: S
Current Weapon for Attacks of Opportunity: Unarmed Strike (Considered Armed) +6, Damage: 1d3+4, Crit: 20/x2, Type: B, First Unarmed Attack does 1.5x Str Damage
Current Conditions in Effect: Dragon Style
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

[sblock=GM Correction to Leira's position]I was stated previously, but not in my most recent post: A 30' double move (60' total) will allow you to appear on the south edge of the map. I'm sorry that I missed mentioning this in the most recent entry. I have updated the map with Leira's entry square corrected. Ana, feel free to modify your IC text as necessary to reflect, if you think this would cause Leira to act/speak differently.

New Map: http://beta.ditzie.com/71559/54a700d31e6c6[/sblock]
 

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