The Land of the Seven Realms: Opening Moves

Smiles will draw his sap from his Haversack (free action). If he has a straight line and can charge the "merchant", he will charge and attack. If not he will take a move action to move adjacent to the "merchant" and attack. If he successfully bluffed him last round the merchant should loose Dex bonuses and this should be a sneak attack. Attack +3 (+5 if he can charge), Damage 1d6 + 3d6 sneak attack (subdual).

OOC: Smiles always prefers to take prisoners if possible for questioning, ideally the leader. Besides, killing when knocking someone unconscious would suffice is "unprofessional" as far as Smiles is concerned. ;)
 
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Smiles can indeed make a charge at the merchant, and does so, his sap coming into his hand smoothly.

He brings it down on the merchants head, but the merchant moves, showing an uncanny set of dodging skills, the sap only brushing the side of his skull.

Smile's attack:
(roll 14 + 5 = 19) hit, but not a sneak attack due to target's uncanny dodge ability.

Dmg: 5 subdual

Merchant's Action:

The merchant blinks at the rogue, and draws a kukri from beneath his vest, slashing at him. The weapon glistens with the same substance as the bodyguard's weapon carries.

Attack Roll: (12) misses

Tragus, your action?

Other matters: As far as a map is concerned, I'm not sure how I'd provide one in this venue. If there are suggestions in this area, please give them on the OOC thread.

Kintys did indeed hear Ian introduce himself, he spoke fairly loudly.
 
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Cursing as the spell was resisted, Tragus' hand dropped to his side and in one smooth motion pulled his warhammer free.

~Surely it was a sign for me to handle this a bit more personally...~

As the merchant deftly avoided Smiles' attack, Tragus rushed the man, hoping to capitilize on his slight distraction.

OOC: Move in and attack.
 

Tragus advances, and delivers a solid blow into the merchant's gut, almost doubling him over. The merchant seems seriously wounded, a trickle of blood coming from the corner of his mouth.

Attack: (roll 10 + 8 = 18) Hits
Dmg: 9

Your action, Kintys?
 

Kintys shouts in pain, and draws back from the man with the poisoned kukris. I want no part of those, she thinks. And, to make it a bit harder for the next hit to get through, she casts shield. Too many people around to make flame any use, so I'll have to be useful some other way...

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OOC: Movement action, as much of her 30 ft speed as she can make without tumbling over barmaids and such, away from the bodyguard. Shield at personal range, new AC 20 (+7 cover bonus oriented toward the bodyguard and merchant, attempting to keep them both behind the shield).

[Next action will be haste on whomever seems likely to do the most damage; if I'm not online for some reason when my turn comes around (very possible), have Kintys cast it on Tragus.]

Also... you never posted the stats on the finger of flame spell. Could I have those?
 


Taem suffers a brief moment of indecision- attack the merchant, who seemed to be the more dangerous of the two opponents, or the assasin, who was so actively threatening Kintys? In the end, though, he can't leave a friend not trained for combat in such a scrape, and he leaps directly over the intervening tables towards his enemy. As he reaches him, he breifly studies his anatomy, remembering the vital points that he has learned about. With a kick, he attacks a spot on the right thigh, hoping to subdue his opponent.


ooc: Charge attack. If I can attack him from on top of a table (Jump +40, w00t), so much the better. Stunning attack and subdual damage.
 

Sparrow looks from the bodyguard to the Merchant.
Deciding on accuracy, considering Turik's proximity, me fires one arrow at the merchant.

OoC: One shot, MW arrow at the merchant.
 

OOC: Sorry for the delay, for whatever reason, I didn't seem able to post here last night. All Hail Microsoft, and other pernicious entities of internet infamy.

Setting the Scene(in lieu of a map):

Room 40' N-S 50' E-W Main entrance is in center of East wall. Windows flanking, and along the North Wall, as well, all windows are about 2'x2' non glassed, but have heavy wooden shutters available, and light canvas shades flap in the breeze. Stairs on the West wall lead about fifteen feet up to a second floor. They are about five feet across, including a well made railing. Along the south wall is the counter, a well made pine bar, with some carved wooden stools. The counter is about 20' long, and about 5' out from the walls. A door is in the easternmost 5' of the south wall, and leads back to a largish kitchen, storage areas, and the innkeeper's private quarters. Both doors are solid wood, iron bound.

Prior to Kinty's action, character positions are as follows:

Kintys: in melee with the bodyguard, near the north wall, 15' from the east wall. Condition: Hurt, Poisoned

Smiles: In melee with the merchant, near bar, 20' from east wall. Unhurt

Tragus: In melee with the merchant,
near bar, 10' from east wall. Unhurt

Taem: Near main door. Unhurt

Turik: Near main door. Wounded.

Sparrow: Near bar 5' from east wall. Unhurt

Gwyn: Near window at east wall, north of main door. Unhurt.

Bodyguard: In melee with Kintys, 20' from east wall, near north wall. Unhurt

Merchant: In melee with Tragus and Smiles, near bar 15' from east wall. Wounded.

Inkeeper and two serving girls: Still nearly frozen with surprise at the sudden violence. He is at the bar, they are along room's centerline 10' and 30' respectively from East wall.

Farmers: Are also still frozen, at their table in Northwest corner of room.

Hope that helps a little on the visualization.



To the Action:

Kintys backpedals away from the bodyguard, and gets off her Shield spell easily enough. She ends up just south of the Farmer's table, against the east wall, just arm's reach north of Gwyn at the window.

Turik makes his way across the floor to Ian, who is definitely in a bad way. Tearing at the nobleman's burnt tunic, for lack of better materials, the stalwart al'Karan does what he can.

The young nobleman is still in a bad way, but doesn't seem to be worsening, at least not immediately.

Heal check (roll 11) success.


Taem, the winds with him today, leaps up easily, cleverly avoiding braining himself on the 15' ceiling, and planting both feet firmly on the bodyguard's chest.

The bodyguard takes a step back from the attack, but rallys, fighting of the jarring blow.

Jump (roll 19 + 40 = way more then enough)

Unarmed Strike (Roll 20 + 7 = 27 hit and crit threat)
Confirmation Roll (Roll 15 + 7 = 22 confirmed crit)
Dmg 2d8+4 (Roll 10 + 4 = 14)

Bodyguard's Roll vs. Stun (success)

Sparrow launches his arrow at the merchant.

The merchant staggers under the blow, bleeding badly now, but sneering at Tragus, who he happens to be facing. "The Serpent take you!"

Arrow Shot (roll 11 + 12 = 23 hit)
Dmg 1d8 + 4 (roll 6 + 4 =10)

The main door shudders as a heavy weight slams against it, the latch shudders but holds.

Gwyn, your action?
 
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