| Post/Author/DateTime | Post |
|---|---|
| DSugui11-10-06, 08:37 AM | This is a Miniquest for Sir Valkin to assault the Freedom Fighters. If you are not TelinArtho or myself, please do not post here. Questlog: - Mission Successful! Two operatives from the Freedom Fighters were killed and one arrested for interrogation. Rewards: - 2300 XP - 3243 GP Items Used: - None Abilities Used: - None Time Roll: 5 hours Week 1 Time Before Fight: 5 hr Prebuffs/Ongoing Effects: Summoned Mount (13 hours, 54 minutes, 6 rounds remaining) Items Used:7 arrows broken, 3 charges of CLW wand Spells/PP Used: none x/day Abilities: Summoned Overseer (paladin special mount) Free Activity:Guard |
| DSugui11-10-06, 08:40 AM | Week 1 Time Before Fight: 5 hr Prebuffs/Ongoing Effects: Summoned Mount (13 hours, 54 minutes, 6 rounds remaining) Items Used:7 arrows broken, 3 charges of CLW wand Spells/PP Used: none x/day Abilities: Summoned Overseer (paladin special mount) Free Activity:Guard Sir Valkin Member of The Celestial Forces (CEF) male human, Humanoid (human) Medium size, Height 5', Weight 120lbs Lawful Good Fighter 1/Paladin 7, ECL 8 XP: 35579 / XP for Next Level: 36000 STR 18 [+4] (10 pts) [16, +1 @8th, +1 enh] DEX 12 [+1] (4 pts) CON 14 [+2] (6 pts) INT 10 [--] (2 pts) WIS 12 [+1] (4 pts) CHA 18 [+4] (10 pts) [16, +1 @4th, +1 enh] Hit Points: 64.5 [8d10 HD +16 Con] AC 23 [+1 dex, +9 armor, +3 shield], Touch 11, Flat 22; DR 3/-- Initiative: +1 BAB/Grap: +8/+12 [+8bab, +4str] Speed 20ft Saves: Fort +13 [+2 Fighter, +5 Paladin, +4 Cha, +2 Con] Refl +7 [+2 Paladin, +4 Cha, +1 Dex] Will +7 [+2 Paladin, +4 Cha, +1 Wis] Attacks: [Ma] Lance +13/+8 melee, 1d8+4 dmg, x3 crit (+8 BAB, +4 Str, +1 enh) [reach weapon] [triple dmg on mounted charge (x5 on critted charge)] +1 Shocking Long Sword +13/+8 melee, 1d8+5 dmg +1d6 shock, 19-20/x2 crit (+8 BAB, +4 Str, +1 enh) [Ma] Mighty (+3 Str) Composite Long Bow +10/+5 ranged, 1d8+3 dmg, 20/x3 crit, 110ft range increment (+8 BAB, +1 Dex, +1 enh) [+1 hit when on higher ground (mounted vs a medium or smaller-sized character)] [+4 hit/+7 dmg from Smite Evil for one attack] [+2d6 damage from a charge attack (even when mounted)] Feats: Mounted Combat [human] Quickdraw [1st] Ride-by-Attack [Ftr1] Spirited Charge [3rd] Power Attack [6th] [b]Racial Abilities: Human +1 skill point/lvl 1st level bonus feat Class Abilities: Fighter Bonus feat at 1st and even levels All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower) Class Abilities: Paladin Aura of Good (radiates good aura equal to his Paladin class levels) Detect Evil, at will, to 60 foot radius, as spell Smite Evil (2/day, +4 to hit (Cha), +7 damage vs Evil creature for 1 attack) Divine Grace (add Charisma bonus to all saving throws) Lay on Hands (heal up to 28hp/day, divide as needed) Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear) Divine Health (Immune to all diseases (supernatural and magical too)) Turn Undead (7/day, as a 4th level cleric) Spells (CL 3) Special Mount (full round action, CL2, 14 hours, dismiss as a free action) Remove Disease (1/week as the spell) Skills (27: 12 points Fighter, 21 points Paladin) -4 Balance [+1 str, -5 ACP] -1 Climb [+4 str, -5 ACP] +10 Craft (armorsmithing) [4 fighter, 4 paladin, +2 tools] [8 ranks] +10 Craft (weaponsmithing) [8 paladin, +2 tools] [8 ranks] +9 Handle Animal [4 fighter, 1 paladin, +4 cha] [5 ranks] -4 Hide [0 ranks, +1 dex, -5 ACP] -7 Jump [+4 str, -5 ACP, -6 speed] +1 Knowledge (Religion) [1 paladin] [1 rank] +1 Listen [0 ranks, +1 wis] -4 Move Silently [0 ranks, +1 dex, -5 ACP] +14 Ride [4 fighter, 7 paladin, +1 dex, +2 syn (handle animal)] [11 ranks] +1 Spot [0 ranks, +1 wis] Speaks Common Speak Language [1] [1 total language] Spells memorized: [2] [CL3] 1: [DC 12] Bless Weapon, Protection from Evil Equipment: Traveler's Outfit [5lbs] Adamantine Full Plate +1 of Charging [50lbs] [8250gpC +1000gp for enchantment +1000gp, 10°] Darkwood Heavy Shield +1 [5lbs] [128gp, 5spC +1000gp for enchantment] [Ma] Lance [10lbs] [310gp] Cold Iron Lance [10lbs] [10gpC] +1 Shocking Long Sword [4lbs] [315gp +8000gp for enchantment] [Ma] Silver Long Sword [4lbs] [202gp, 5spC] [Ma] Cold Iron Long Sword [4lbs] [165gpC] [Ma] Mighty (+3 Str) Composite Long Bow [3lbs] [700gp] Cloak of Charisma +1 [2lbs] [1000gp, 5°] Gauntlets of Ogre Power +1 [0lbs] [1000gp, 5°] Weight included in armor Hand of Glory [2lbs] [8000gp] Silver Holy Symbol of Pelor [1lbs] [25gp] [100lbs] [30806gp, 0sp] Expendable Items: [Total 100gp/3200gp] [s]54 47 arrows [9lbs] [3gp] [Used 7 in wk1] 20 silver arrows [3lbs] [41gp] 20 cold iron arrows [3lbs] [2gp] 3 Tanglefoot Bags [12lbs] [150gp] Oil of Magic Weapon [0.1lbs] [50gp] Potion of Shield of Faith +2 [0.1lbs] [50gp] Wand of Cure Light Wounds (37 34 charges) [0.1lbs] [750gp] [Used 3 charges in wk1] [27.4lbs] [1046gp] Allies and Equipment: "Overseer" - Special Mount: Heavy Warhorse Riding Saddle [25lbs] [10gp] Bit and Bridle [1lb] [2gp] Horseshoes of Speed [12lbs] [3000gp] (+30 ft speed for mount) Studded Leather Barding +1 [40lbs] [125gpC +1000gp for enchantment] [78lbs] [4137gp] "Foreman" - Light Warhorse [150gp] Riding Saddle [25lbs] [10gp] Bit and Bridle [1lb] [2gp] [Ma] Studded Leather Barding [40lbs] [125gpC] [66lbs] [287gp] "Flagon" - Mule [8gp] (non-combatant - not to be brought into arena) Pack Saddle [15lbs] [5gp] Bit and Bridle [1lb] [2gp] 2 Saddlebags [16lbs] [8gp] In Flagon's Saddlebags 3 Weeks of Trail Rations [21lbs] [10gp, 5sp] 50ft Silk Rope [5lbs] [10gp] 3 Sacks [1.5lbs] [3sp] Flint and Steel [1gp] 3 weeks of feed [210lbs] [1gp, 5cp] 5 Torches [5lbs] [5cp] Tent [20lbs] [10gp] 10 Pitons [5lbs] [1gp] Grappling Hook [4lbs] [1gp] [303.5lbs] [57gp, 9sp] Equipment at home: [Ma] Weapon smithing tools [55gp] [Ma] Armor smithing tools [55gp] The Silver Sun Edicts [Roleplaying item, no value or use] 4028gp, 1sp, 5cp [110gp] [117gp, 9sp, 5cp] Past Expenditures (see below) [36861gp, 8sp, 5cp] Miscellaneous Statistics: Encumberance: 0-86 (light), 87-173 (medium), 174-260 (heavy) Weight carried: 125.4 lbs HD 6d8+18; hp 45; init +1; speed 80ft; AC 22 (-1 sz, +1 dex, +8 nat, +4 armor), touch 10, flat-footed 21 BAB +4; Grapple +12; 2 Hooves +7 melee (1d6+4) and Bite +5 melee (1d4+2); Saves +9/+6/+3 S 19 D 13 C 17 I 6 W 13 Ch 6 Skills: Hide -3, Listen +6, Move Silently +1, Spot +5; Feats: Endurance, Run, Multiattack Specials: Low-light vision, scent, Empathic Link, Improved Evasion, Share Spells, Share Saving Throws Encumbrance for Overseer: 0-348 (light), 349-699 (medium), 700-1050 (heavy) Weight carried: 323.4lbs [120lbs + 125.4lbs + 78lbs (barding, saddle, bit)] Foreman, Light Warhorse HD 3d8+9; hp 22; init +1; speed 60ft (40ft if total encumbrance >= 230lbs); AC 17 (-1 sz, +1 dex, +4 nat, +3 armor), touch 10, flat-footed 16; 2 Hooves +4 melee (1d4+3 dmg, x2), Bite -1 melee (1d3+1, x2); Saves: +6/+4/+2; S 16 (+3) D 13 (+1) C 17 (+3) I 2 (-4) W 13 (+1) Ch 6 (-2); Skills: Hide -3, Listen +4, Move Silently +1, Spot +4; Feats: Endurance, Run; Specials: Low-light vision, Scent; Encumbrance for Foreman: 0-230 (light), 231-460 (medium), 461-690 (heavy) Weight carried: 66lbs or 311.4lbs [120lbs + 125.4lbs + 66lbs (barding, saddle, bit)] Tricks: Combat Riding (attack, come, defend, down, guard, and heel) Flagon, Mule HD 3d8+9; hp 22; init +1; speed 20ft (30ft base); AC 13 (-1 sz, +1 dex, +3 nat), touch 10, flat-footed 12; 2 Hooves +4 melee (1d4+3 dmg, x2); Saves +6/+4/+1; S 16 D 13 C 17 I 2 W 11 Ch 6; Skills: Hide -3, Listen +6, Move Silently +1, Spot +6; Feats: Alertness, Endurance; Specials: Low-light vision, Scent; Encumbrance for Flagon: 0-230 (light), 231-460 (medium), 461-690 (heavy) Weight carried: 288.5lbs [23lbs (saddle, bit, saddlebags) + 55.5lbs (Equipment, excluding feed) + 210lbs (Feed) Tricks: Heavy Labor (come, work) Sir Valkin has such a slight build that he is often mistaken for a child when unarmored. However, when mounted upon his trusty steed, "Foreman," and armored in his full plate - he is often a sight to behold. He inspires goodness in all around him and desires to do deeds in the name of Pelor. Sir Valkin is an accomplished horseman and for this reason has come to the arena - to prove that horseman will rule over those who stand normally. Sir Valkin is also in search of the precious ancient texts of Pelor. Although he has not found them yet, it is a search that he was asked to do by none other than his father, himself. With desires of meeting his father's quest, he only seeks to find it and earn his admiration. Some details: Father's name is Redgaven, a high priest of Pelor in Primethia. Searching for Silver Sun Edicts (ancient Pelorian text - They are described as being bound by silver plates and the pages are of the purest gold and platinum laced together) Buffs and Prefight actions: Bring Foreman (light warhorse) with his equipment. Bring Overseer (special mount) with his equipment. [Called in Week 1, 13 hours, 54 minutes, 6 rounds remaining] If Overseer has not been prebuffed - first action of the fight is to summon him. If he has already been used and is no longer available - Sir Valkin will ride on Foreman. In general, Sir Valkin desires to fight in melee and will work towards that end at most cost. If his opponent is flying however, he will settle to attacking with his bow and using his mount in order to aid him in staying alive. Sir Valkin prefers to charge into melee with his lance and ride by if possible. Barring that possibility - he just wants to fight - so let him. He will use his lay on hands ability as needed on Overseer/Foreman first - on himself if he is injured as well. 1: Pestillence, Prince FyreDragon [Vathelokai]: win [+675xp/+675gp] -- Used 7 bolts (3sp, 5cp) 2: Jodan Desho, Vathelokai and Kronos, NiQil with Victor, Laughing Dragon [Mind Rogue]: win [+675xp/+675gp] -- Used 1 bolt (5cp); Crafted Banded Mail (125gp), Bought Horseshoes of Speed (3000gp) [3125gp] 3: Ch'ch'ili, Begferdeth [Luni]: loss [+225xp/+225gp] 4: Shakari, Luni [Altaris13]: win [+843xp/+843gp] -- Used 1 bolt (5cp); Crafted 60 bolts for campaign, purchased incidentals for campaign. Campaign "The Drums of War" -- Started September 7th. -- Campaign cancelled October 24th 5: Hennan, Snommelp [Usurpator]: win [+675xp/+675gp] [Level 4] 6: Perius, Ravashack [Maraxus]: win [+1050xp/+1050gp] -- Used Potion of Shield of Faith +2 7: Maven, Tellish_of_Ket [Luni]: win [+1312xp/+1312gp] 8: Vivi Ornatier Senior, Dr. Funk [Tellish_of_Ket]: win [+1050xp/+1050gp] 9: Silas, NiQil [MysticMonk2005]: win [+1050xp/+1050gp] [Level 5] 10: Sam Jones, Snommelp [Maraxus]: win [+1375xp/1467gp] 11: Bathleby, Pittbull, Perius, Ravashak and Tatyana, Gonbow (all vs all) [Luni]: 2nd [+1375xp/+1467gp] 12: Caspian, NiQil [Altaris13]: win [+1375xp/+1467gp] 13: Thelgar Giantbane [Kaigan]: win [+1375xp/+1467gp] [Level 6] -- Used 2 crossbow bolts, crafted barding for Overseer, started on Full plate for Valkin 14: Raskos, SauroGrenom [Usurpator]: loss [+600xp/+666gp] -- Used 18 crossbow bolts 15: Griff Mythral, Iced [Book5]: loss [+600xp/+666gp] 16: Boraxx, Pittbull [DTFarstar]: loss [+712xp/790gp] 17: Boraxx, Pittbull [Huan]: loss [+750xp/+832gp] MQ: (Week 1) Shadows of the Early Morning new link [Waywreth] [+1688xp/+1875gp] -- Used a potion of Protection from Evil, cast Bless Weapon, 1 smite evil, 20hp out of 20hp of Lay on Hands and Summon Mount (10 hours minus 4 rounds left). 18: (Week 2) Manzarf the Lonesome, Abyssal Stalker [Pittbull]: win [+1687xp/+1875gp] [Level 7] -- Used 13 charges of Wand of Cure Light Wounds and 26 arrows (2 hits, 48 misses, 24 recovered) 19: (Week 3) Zero (the annoying lizard), MindwandererB [Zevox]: loss [+665xp/+822gp] -- Used 4hp of lay on hands. Q1: Between Crusaders [Huan] new link [+6300xp/+7800gp] [Level 8] -- Used only lay on hands ability. Recovered the Silver Sun Edicts. X1: Full activity - Craft a suit of Adamantine Full Plate (1/3) X2: Full activity - Craft a suit of Adamantine Full Plate (2/3) X2: Full activity - Craft a suit of Adamantine Full Plate (3/3) MQ2: (Week 1) Aspects of Honor [Usurpator] CEF Raid of EHTC Headquarters [+2300xp/+3243gp] -- Summoned Overseer (14 hours), Bless Weapon from memory, Activated Hand of Glory for See Invisible, Foreman died 20: (Week 2) Uilo, Dracazar [lonewolf]: loss [+800xp/+1333gp] -- Used 28/28 Lay on Hands healing, and 9 charges of a wand of Cure Light Wounds 21: (Week 3) Dronnar Darkjof, DSugui [Macbrea]: loss [+932xp/+1322gp] -- Cast Bless Weapon from memory, used 2 smites 22: (Week 1) Sunstroke, MindWandererB [Vathelokai]: win [+2300xp/3243gp] -- Used 7 arrows (14 misses, 7 recovered), and 3 charges from his wand of Cure Light Wounds 3200xp to start +22101xp from fights +675+675+225+843+675+1050+1312+1050+1050 +1375+1375+1375+1375+600+600+712+750+168 7+665+800+932+2300 (fights) +3988xp from miniquests +1688+2300 (miniquests) +6300xp from quests +6300 (quests) 29 bolts [2gp, 9sp] 26 arrows [1gp] Potion of Shield of Faith +2 [50gp] Potion of Protection from Evil [50gp] Sold Full Plate [750gpC] [Net 0gp] Sold Heavy Wooden Shield [3gp, 5spC] [Net 0gp] Sold Banded Mail [125gpC] [Net 0gp] Sold [Ma] Banded Mail [200gpC] [Net 0gp] Sold Light Crossbow [17gp, 5spC] [Net 0gp] Sold 51 Bolts [5gp, 1sp] [Net 2gp, 5sp, 5cp] Sold 10 Cold Iron Bolts [2gp] [Net 1gp] Sold 10 Silvered Bolts [21gp] [Net 10gp, 5sp] Sold Lance [5gpC] [Net 0gp] Sold Long Sword [7gp, 5spC] [Net 0gp] Sold Silver Long Sword [52gp, 5spC] [Net 0gp] Sold Cold Iron Long Sword [15gpC] [Net 0gp] Sold [Ma] Full Plate [825gpC] [Net 0gp] |
| DSugui11-10-06, 08:58 AM | For the past several months, the group known as The Freedom Fighters have commited acts of terrorism against public buildings with the main goal of attacking the Council of Gladius. However, with the growing power of the guilds, they realized the Council is not their only enemy. Informers of the CEF have discovered that they are planning major attacks against the guilds, and their next target would be the outpost of the CEF in Arkhein. The high command of the Celestial Forces decided to counter-attack even before the attack has been launched. Sir Valkin has been chosen to assault one of their hideouts and eliminate the local liders. As the saying goes, the best defense is a good offense. |
| TelinArtho11-10-06, 10:40 AM | Come old friends, it is time once again to save some from oppressive power. Mounted on Overseer, and flanked by Foreman, Sir Valkin made his way down the streets, heading towards the location Mellios had indicated. The location was the suspected hideout of the Freedom Fighters - a band of cutthroats who were suspected in a number of crimes near Arkhein - all under the guise of doing the city more good than harm. With a wary eye ahead, Sir Valkin and his friends closed the distance. Sir Valkin will make his way towards the location he was indicated. He has no buffing that lasts long enough to help - so he's just going to walk right up to their front door... |
| DSugui11-10-06, 11:16 AM | As Sir Valkin advances through the Gawane district, he notices several people looking at him with fear and distrust, instead of the respect and awe he is used to. He hears someone saying something like "guild scum" in the crowd, and he realizes the people (or at least some of the people) actually like and support the Freedom Fighters. Soon he reaches the location he was indicated. It looks like an abandoned warehouse, but smoke in the chimney indicates there is some activity inside. Sir Valkin is still analyzing the whereabouts when he notices that a kid knocks at the warehouse's door three times and runs away. They know he is here. |
| TelinArtho11-10-06, 12:17 PM | Freedom Fighters! Your business in this district is disruptive and hurtful. Cease your activities at once and perhaps the magistrates will give mercy to you at your trial. Come along peacefully, for I do not wish to strike you down. Sir Valkin moves up to the door of the warehouse, his lance brandished and pointing at the door. His voice is booming and impressive, and he awaits an answer. Well, I expect them to know I'm here. Come out now little kiddies... Sir Valkin is positioned so that the lance reach is at the doorway - so no one could enter or leave this doorway without threatening AoO against them. |
| DSugui11-10-06, 01:30 PM | A harsh and booming voice comes from inside the building. "Go away, guild scum! You are here to invade this district and impose your will over the people! You are as corrupt as the council. We will never surrender. Go away!" |
| TelinArtho11-10-06, 01:55 PM | I am not here to impose my will over the people. I am here to take you before a magistrate for the injustices you and your group have caused. Knocking on the door with his lance, Sir Valkin adds: It would be a shame if I was forced to break down this door of yours - come out now, or I'll be forced to come inside. If that is the method you choose, I cannot guarantee to bring you out unharmed - but you will be coming out. And you will see a magistrate. If he still refuses - open the door - either by doorknob (if unlocked) or by force (charge into it - spirited charge should do some nasty things... 3d8+15+2d6...) |
| DSugui11-10-06, 02:40 PM | "Injustice?! What do you know about injustice? You and your kind fighting for power, spending thousands of gold pieces every week in those senseless arena battles for the amusement of the nobles, all the while the people starve!" Sir Valkin hears the sound of something crashing. "You want us, guild scum? Come and get us." The knight forces the door with the tip of his lance and, to his surprise, the door opens. A dry smell comes from inside, and from the entrance Sir Valkin can see some crates scattered in the building. A hobgoblin wearing full plate armor stands near the center, holding a bastard sword and a shield. Behind him, near some crates at the back of the warehouse, a human in greyish robes chants something Sir Valkin cannot understand. Rolls can be found here (http://www.hwx.it/wizards.com/dice.php?sid=780) Initiative: Human [15]+3=18 Halfling [3]+8=11 Hobgoblin [5]+6=11 Sir Valkin [9]+1=10 The horses will act after Sir Valkin Round 1: Before Sir Valkin can do anything, the human finishes his casting. Apparently nothing happened, but when the hobgobling charges to attack the knight, he is amazinly fast. The sword swings too high, though, and misses Sir Valkin completely. A halfling, who has been hidden so far, shoots an arrow at the well protected knight, but he too misses. http://img170.imageshack.us/img170/5632/warehouse01ui3.jpg Legend: Sir Valkin & Overseer Hobgoblin Human Halfling Foreman Your turn |
| TelinArtho11-10-06, 02:48 PM | So be it. If you declare force is necessary - force you shall have. Drop lance, quickdraw shocking long sword and full attack. Overseer should attack as well. Foreman should defend me if there is room for him to attack. Don't forget my higher ground bonus when attacking the hobgoblin. Also - depending on the size of the doorway - Sir Valkin should probably be getting cover from the halfling's arrows between the doorway, and the intervening hobgoblin. Sir Valkin draws his sword in the same motion as dropping his lance and swings it down against the hobgoblin. Overseer stamps and bites at the foul-smelling opponent. [Edit - now that I see the map I realize I'm inside - I guess the halfling has no problems... but at least Foreman can defend me...] |
| DSugui11-12-06, 12:27 PM | Sir Valkin's sword bites deep in the hobgoblin's flesh, severely wounding him. Overseer hooves smash him, and Foreman moves closer and attacks him as well, but somehow the mostrous fighter keeps conscious. [Note: in the roller I rolled as full attack, but after that I remembered that Foreman has to move, so only the first roll counts.] Sir Valkin (15, 27); 64/64 hp; AC 23 Overseer (15, 27); 45/45 hp; AC 22 Foreman (15, 29); 22/22 hp; AC 17 Hobgoblin (16, 26); ??-54/?? hp; AC ?? Halfling (10, 27); ??/?? hp, AC ?? Human (17, 14); ??/?? hp; AC ?? Round 2: The human wizard chants more magical words, and three bolts of arcane energy fly directly in Sir Valkin's chest. The halfling climbs down the crates, vanishing from the paladin's sight. With his last effort, the hobgobling tries to hit Sir Valkin, but the pain is almost unbearable and he swings the sword too high again. |
| TelinArtho11-13-06, 12:07 AM | What about Foreman in round 1? According to the map - he should have no problem moving around Overseer and I, and since I was already attacked, the defend trick should have kicked in. Drawing his sword in a brief salute once more, Sir Valkin fells the hobgoblin before him and heads towards the spellcaster in the back. Spells will not keep you from seeing trial spell-weaver. If the hobgoblin is down from Foreman or from Sir Valkin's first attack, Sir Valkin will order Foreman to attack the human as well. |
| DSugui11-13-06, 10:55 AM | Forgot about Foreman. Edited the other post to include its attack Sir Valkin attacks the hobgoblin once again, but the opponent dodges the first swing, only to be caught by the descending blade as the knight strikes again. Round 3: Now that the hobgoblin is down, the human wizard decides to go full offense. Drawing some sulfur and bat guano from a pouch, he chants arcane words again and throws a Firebal at the paladin and his horses. Foreman and Sir Valkin are quick enough to dodge some of the flames, but Overseer is caught fully by the explosion. Some crates burst in to flames near them. An arrow hits Sir Valkin in the back, piercing one kidney, but he is unable to locate the halfling who shot it. http://img217.imageshack.us/img217/6481/warehouse02uq9.jpg Sir Valkin (15, 27); 39/64 hp; AC 23 Overseer (15, 27); 30/45 hp; AC 22 Foreman (17, 26); 15/22 hp; AC 17 Hobgoblin (16, 26); ??-67/?? hp; AC ?? [Dead] Halfling (??, ??); ??/?? hp, AC ?? Human (17, 14); ??/?? hp; AC ?? |
| TelinArtho11-13-06, 11:23 AM | Well it looks to me like I can charge the worthless piece of crap of a wizard... so let's do that, and go ahead (let's see double damage with my sword: 2d8+10+1d6+2d6 (charging feature)). If I can't - move to his backside and attack, and then Foreman will get a flanking bonus. You are not helping yourself, the magistrates will not look kindly upon this injustice. Editted above to remove PA and to add in charging feature of my armor |
| DSugui11-13-06, 02:09 PM | Sir Valkin charges at the human wizard, and with one swift strike he chops his head off. Looking back, he sees the halfling, who quickly runs for cover behind the crates. http://img503.imageshack.us/img503/364/warehouse03xk9.jpg Sir Valkin (15, 27); 39/64 hp; AC 23 Overseer (15, 27); 30/45 hp; AC 22 Foreman (17, 26); 15/22 hp; AC 17 Hobgoblin (16, 26); ??-67/?? hp; AC ?? [Dead] Halfling (??, ??); ??/?? hp, AC ?? Human (17, 14); ??-36/?? hp; AC ?? [Dead] |
| TelinArtho11-13-06, 02:14 PM | Running won't save you now. Surrender so that the magistrate will get a chance to hear your case. Foreman - guard. Sir Valkin points to the boxes behind which the halfling disappeared - hoping his companion will stop the halfling from retreating around the other side. As he does this, he maneuvers Overseer around the other side, ready to engage the halfling once he is found. Nothing like a 1-hit kill... If you'll let me order Foreman to attack a foe that I don't have sight to - I'd rather do that. Barring that, Foreman should guard at 10,25. Sir Valkin/Overseer will move around the south side of the boxes, and hopefully spot him and still be able to strike this round. |
| DSugui11-13-06, 07:13 PM | As Sir Valkin guides Overseer around the crates and spots the little halfling trying to hide, the rogue raise his bow above his head and shouts: "I surrender!" A lonely rogue against a mounted knight is not what I call big odds... This fight would be more challenging if Valkin hadn't rolled that crit in round 1 and the trio had better rolls... Anyway, congratulations, you have completed your mission. We can continue with some RP if you desire. |
| TelinArtho11-13-06, 10:53 PM | A wise choice to be sure. Come now, let's get these two and see about finding a magistrate. Put your weapons - here. Good that's a good listener. Now come with me. Sir Valkin spends a moment to gather the corpse of the hobgoblin and the wizard, checking first if there is any sign of life between them. Thanks a lot. Leaving the wizard open to a charge was what really did him in. The hobgoblin didn't have much chance with a mounted knight and 2 horses... crit or not :) On to next week - taking on NiQil's horsemen. EDIT: I'll bring this into the CEF thread. |