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Posted: Tue Apr 03, 2007 11:13 am
by Hyena
15+1=16 Int
Posted: Tue Apr 03, 2007 11:22 am
by docD
5+0=5 Int
docD
Posted: Tue Apr 03, 2007 11:35 am
by coopasonic
Anyone able to figure out who's who over there?
Posted: Tue Apr 03, 2007 11:48 am
by Grafvolluth
coopasonic wrote:Anyone able to figure out who's who over there?
As a man of the woods I can honestly say I have had no need for such knowledge in the past friend Kupa, I would hope a knight like yourself or brother DocD would be versed in such things... My first instinct says this is none of our business and it is best that we steer clear of trouble to keep the wagons safe as is our job
Posted: Tue Apr 03, 2007 1:16 pm
by coopasonic
When two forces face off, at least one is in the wrong. We have a duty to uphold the laws of the land insofar as they are right and just. Even if you don't believe such a thing, leaving armed enemies at your back is a foolish thing and you can be sure some of these are enemies.
Posted: Tue Apr 03, 2007 1:24 pm
by Grafvolluth
When two forces face off both are probably in the wrong in my experience.... however you can rest assured that I will watch your back friend Kupa for I would hate to lose you before you see the world in the tones of grey that it is Allanon smirks and draws both of his hand xbows as he sits low in his saddle ready to guide Carmon forward into range with his knees when the time comes.
Posted: Tue Apr 03, 2007 5:40 pm
by Hyena
OOC:
Oooooh, BUUuuurn...

/OOC
I agree that leaving armed people so willing to fight at our rear is dangerous, but I do believe we need to get more information before we make a drastic decision. We came north with the goal of NOT allying ourselves with one faction or the other. We must be careful to succeed in that goal.
Does it look like the odds are even, like is it six vs. six, or is it lopsided?
**Edit: Also, would any of the wagon drivers know herald colors?
Posted: Tue Apr 03, 2007 7:47 pm
by Hyena
As an afterthought, I would like to keep two things in mind:
1. I would like to keep an eye on the wagons in case this is a diversionary tactic and the real threat tries to sneak up behind us
2. In keeping with #1, I want to look very closely at the livery they are wearing; are they the same colors, are the emblems different, do they look like they are actually trying to kill one another?
Roll is: 17 + 4 (Spot, Wisdom +4)= 21
Posted: Tue Apr 03, 2007 11:23 pm
by Chaosraven
Hyena wrote:15+1=16 Int
Hyena recognizes one sides insignia as Torpin... they outnumber their foe 7 to 5.
coopasonic wrote:Int: 9+1=10.
There are twelve of them.
docD wrote:5+0=5 Int
docD
Swords are Sharp. They have some.
Grafvolluth wrote:Int:
1d20+1
1+1 = 2
w00t!

The Emperors Personal Guard seem to be defending His Imperial Majesty from the Royal Caterers

Posted: Wed Apr 04, 2007 12:58 am
by Grafvolluth
I am simply to stunned to act, I mean my god its the caterers. I will wait on my comrades and follow their lead.
Posted: Wed Apr 04, 2007 10:23 am
by coopasonic
Kupa looks around at his companions and notes the boggled looks on Allanons and docDs faces then he sees that Hammerhands seems a bit more focused, "Do you see something monk?"
Posted: Wed Apr 04, 2007 1:33 pm
by Hyena
It seems the youngest son's men have run afoul of someone. Or, perhaps with their penchant for use of thugs and assassins, they are extracting their version of justice.
It seems they have their foe outnumbered. Perhaps if we attempt to even the odds we can discover something of use here. If we act, however, we could be crossing a line too far to step back.
Do the underdogs look like regular citizens, or are they wearing colors? And are the colors generic, or can I at least tell if they belong to one of the brothers, even if I don't know which one?
Spot roll: 14+4 (wis +4)= 19
**Edit: Also, are there any bodies already fallen in combat?
Posted: Wed Apr 04, 2007 8:08 pm
by Chaosraven
Hyena wrote:Do the underdogs look like regular citizens, or are they wearing colors? And are the colors generic, or can I at least tell if they belong to one of the brothers, even if I don't know which one?
Spot roll: 14+4 (wis +4)= 19
**Edit: Also, are there any bodies already fallen in combat?
No common uniform among the Underdogs.
No insignia.
Nobody killed on either side as of yet.
Posted: Wed Apr 04, 2007 9:47 pm
by coopasonic
Aye , the strongarm tactics of Torpin's men make them no better than common thugs. But for all we know those others could be bandits or worse. While they are engaged I should be able to move closer (60 feet) and determine who is evil amongst the melee.
Posted: Wed Apr 04, 2007 10:35 pm
by Chaosraven
I forgot this was the Paladin Party.
The Torpin Insignia wearing men have 4 out of 7 evil members.
None among the five underdogs.
Posted: Wed Apr 04, 2007 11:18 pm
by coopasonic
Chaosraven wrote:
I forgot this was the Paladin Party.
/ooc So did I! I was all like, hmm instinct says fight the Torpin's, but how do I know these aren't just guards fighting raiders or something.. crap I don't wanna just attack without knowing... oh yah... I know evil when I see it!
Brothers, I sense evil among those in the uniforms. We must stop them.
Kupa readies his greatsword and advances trying to keep to the back of the Torpin men if at all possible, quietly hoping to himself that he isn't moving in alone.
Posted: Thu Apr 05, 2007 9:27 am
by Grafvolluth
Roll iniative here or will we have surprise here CR?
Let us lay these fools low then Kupa!
If all 7 are engaged in melee I am going to "holster" my x-bows, and draw my short swords. Either way I am going to whistle at Johan to join me in harassing these evil men! Oh and I am going to enter combat mounted either way cus I am crazy and foolish like that!
Posted: Thu Apr 05, 2007 10:38 am
by Hyena
We should keep some alive for questioning if we can. Who we keep alive is your choice.
I begin moving as fast as I can towards the most outnumbered innocent to assist without telegraphing my location (i.e. not a screaming charge). If possible, I try to come up behind the Torpins.
**Edit- here are my stats.
AC: 17 (+3 Dex, +4 Wis)
Attack: +5 to hit (+2 base, +3 Dex (Weapon Finesse: hand-to-hand))
Flurry of blows (no comments, please): twice at +3 to hit (-2 to all attacks)
Posted: Thu Apr 05, 2007 12:00 pm
by docD
Agreed, try to end this with as little blood shed as possible. Many of Torpin's men are evil but we do not know how this came about. Also, this might be a ploy to lure us away from the wagons, so stay alert.
/ooc I will cast shield on myself since combat is immenent. That will raise my AC to 21
docD
Posted: Thu Apr 05, 2007 10:36 pm
by Chaosraven
Hyena wrote:I begin moving as fast as I can towards the most outnumbered innocent to assist without telegraphing my location (i.e. not a screaming charge). If possible, I try to come up behind the Torpins.
Based on odds shifting from 7 vs 5 to 9 vs 7 all opponents may be considered Flanked (+2 to hit) until odds are even.
Grafvolluth wrote:If all 7 are engaged in melee I am going to "holster" my x-bows, and draw my short swords. Either way I am going to whistle at Johan to join me in harassing these evil men!
All seven are engaged.
Grafvolluth wrote:Roll iniative here or will we have surprise here CR?
As the men are already engaged in battle they are not surprised, but will be caught unaware for any special abilities (sneak attack, etc) and will be considered Flanked by any who engage them in melee combat.
Initiative rolls. Followed by Single Action. (move, spell, ranged attack)
docD wrote:/ooc I will cast shield on myself since combat is immenent. That will raise my AC to 21
Accepted Action.
coopasonic wrote:Kupa readies his greatsword and advances trying to keep to the back of the Torpin men if at all possible, quietly hoping to himself that he isn't moving in alone.
Accepted Action.
Hyena wrote:I begin moving as fast as I can towards the most outnumbered innocent to assist without telegraphing my location
Accepted Action.
Grafvolluth wrote:Oh and I am going to enter combat mounted either way cus I am crazy and foolish like that!
Accepted Action. give me a ride check to have twin weapons out.
Those who choose to move are allowed Normal Speed move. For anyone who moves less than 30' you will not be in position to move and attack HTH on your Initiative. Others will be able to move and attack when their turn comes.
Posted: Fri Apr 06, 2007 10:47 am
by coopasonic
Initiative: 4-1=3
Moving forward 15 feet /sigh. Encumbered in heavy armor makes for some speedy feet I tell you what.
When it finally gets around to my turn, if nobody is in my way I should be able to run the rest of the way and gain a bonus to AC for the next turn. If you lose your Dex bonus to AC the turn after running, that means you lose a Dex penalty to AC as well right?

Posted: Fri Apr 06, 2007 12:01 pm
by docD
Init 4+3=7
I move forward 30' while drawing my greatsword and strike the nearest Torpin with the flat of my blade (subdue).
Yield now and you will be shown mercy!
/ooc Hopefully, I'll hit. It's looks a lot cooler to say that after knocking someone senseless than when you almost skewer yourself.
docD
Posted: Fri Apr 06, 2007 7:59 pm
by Chaosraven
coopasonic wrote:When it finally gets around to my turn, if nobody is in my way I should be able to run the rest of the way and gain a bonus to AC for the next turn. If you lose your Dex bonus to AC the turn after running, that means you lose a Dex penalty to AC as well right?

Douglas Adams I am not.
Posted: Sat Apr 07, 2007 12:40 pm
by Hyena
Initiative roll: 10+3=13
As a monk I can switch between lethal and subdual damage at will, so I am going to do all damage in this fight as subdual with the intent of knocking them all unconscious. Also, do you want us to pre-roll attacks so this doesn't drag on for days for one fight?
I will take the initiative (no pun intended...) and roll 10 or so. Use them in order for whatever they are needed (attacks, saves, etc.)
Also, my attack bonus to hit is only +4 (+1 base, +3 Dex), +2 for any guys I have flanked when I attack.
I am going to enter Flurry of blows mode and attack twice:
Rolls:
17+4 (+1 base, +3 Dex, +2 flanked, -2 Flurry penalty)= 21
10+4 (see above)= 14
**Edit: I withdraw my offer of pre-rolled numbers based on advice from council. No further questions, your honor. (thanks CG...you make a good point)
Posted: Sun Apr 08, 2007 12:26 am
by ChrisGrenard
Hyena, I would recommend against that. I am no expert, or even apprentice at this, but I would expect that if you knew your rolls beforehand you could change what action you wanted to do based on that. I would perhaps preroll for whatever action you just declared, but don't go any turns in advance.
Posted: Sun Apr 08, 2007 9:51 pm
by Chaosraven
ChrisGrenard wrote:Hyena, I would recommend against that. I am no expert, or even apprentice at this, but I would expect that if you knew your rolls beforehand you could change what action you wanted to do based on that. I would perhaps preroll for whatever action you just declared, but don't go any turns in advance.
Or a nasty GM might come up with ridiculous stuff that takes up the good rolls and stick the important stuff with the crap rolls

Posted: Mon Apr 09, 2007 4:40 pm
by Chaosraven
Initiative:
grafvolluth-------18
hyena ----------13
7 Torpin ------ --12
5 Underdogs ----10
docD -------------7
Coopasonic -------3
Posted: Mon Apr 09, 2007 11:06 pm
by Grafvolluth
Sorry was out of town I am back and ready to play again
Initiative
1d20+2
16+2 = 18
Ride - Guide with Knees
I will just take a 10 for 15
Edit: Just in case I need an attack roll since it looks like I go first
ToHit:
1d20+0
16+0 = 16
Dmg ( Keen Short Sword + 1)
1d6+3
4+3 = 7
Oh and maybe sneak attack
Boo:
1d6+0
1+0 = 1
Posted: Mon Apr 09, 2007 11:08 pm
by Chaosraven
Grafvolluth wrote:Sorry was out of town I am back and ready to play again
Initiative
1d20+2
16+2 = 18
Ride - Guide with Knees
I will just take a 10 for 15
combat conditions will require rolls for skills, but you are up first.
Posted: Mon Apr 09, 2007 11:09 pm
by Chaosraven
Chaosraven wrote:Those who choose to move are allowed Normal Speed move. For anyone who moves less than 30' you will not be in position to move and attack HTH on your Initiative. Others will be able to move and attack when their turn comes.
Posted: Mon Apr 09, 2007 11:11 pm
by Grafvolluth
Chaosraven wrote:Grafvolluth wrote:Sorry was out of town I am back and ready to play again
Initiative
1d20+2
16+2 = 18
Ride - Guide with Knees
I will just take a 10 for 15
combat conditions will require rolls for skills, but you are up first.
Okie dokie smokie didn't think we were quite in combat yet but here it comes
This isn't going to be pretty
1d20+5
2+5 = 7
Posted: Mon Apr 09, 2007 11:13 pm
by Grafvolluth
Chaosraven wrote:Chaosraven wrote:Those who choose to move are allowed Normal Speed move. For anyone who moves less than 30' you will not be in position to move and attack HTH on your Initiative. Others will be able to move and attack when their turn comes.
I am sure your aware but Light Horse movement is 60ft so I assume I can get up on them and attack this round in melee, but it looks like I might be taking a tumble anywho.
Posted: Mon Apr 09, 2007 11:32 pm
by Chaosraven
Synergy
If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.
Control Mount in Battle
As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
DC 20
Guide with Knees
You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
DC 5
Fast Mount or Dismount
You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
DC 20
I think the Knees check is fine for move action to the foe.
But a Control in Combat would be required for a NonWar Horse.
Failing that, a Fast Dismount would be required to still be able to attack rather than using action to Dismount.
(don't forget your +2 synergy bonus)
Posted: Mon Apr 09, 2007 11:33 pm
by Chaosraven
Assuming of course that you wish to stay mounted.
Posted: Tue Apr 10, 2007 12:28 am
by Hyena
I see that I quite jumped the gun early on this one...
Do my previous rolls still hold, CR?
Sorry about swinging out of turn, thought we were all in range.
Hyena
Posted: Tue Apr 10, 2007 9:31 am
by Grafvolluth
Chaosraven wrote:Assuming of course that you wish to stay mounted.
Okie lets do a move with knees to get there and try a quick dismount
1d20+5
17+5 = 22
And then use my single attack from above if thats groovy with you.
Also do you want me to roll attacks for Johan, should he be on my iniative or separate?
Posted: Tue Apr 10, 2007 7:12 pm
by Chaosraven
Attacks and damage rolled "out of turn" will be accepted assuming targets are still in range.
Posted: Wed Apr 11, 2007 9:24 am
by Grafvolluth
Chaosraven wrote:Attacks and damage rolled "out of turn" will be accepted assuming targets are still in range.
Are you still waiting for me

Posted: Wed Apr 11, 2007 5:58 pm
by Chaosraven
No I was responding to
Hyena wrote:Do my previous rolls still hold, CR?
Posted: Wed Apr 11, 2007 6:07 pm
by Chaosraven
The Druid rides to the edge of the fray, performs a flawless dismount and slices into the nearest foe (hereafter called BadGuyOne) getting his attention away from the outnumbered Others.
Damage Track: BadGuyOne (8)
Hyena is next and both (previously rolled) attacks will hit. Choose a foe and roll damage.