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974578 No. 974578 ID: f56a2b

It's time,
To get down to business!
The time's now,
to make our big score!

If you won't shovel dung,
if you hate miner's lung,
if you're not too far of sight,
if you're not scared of the night;
with us you'll be alright,
so join us in the fight!

Tonight we'll all cash in,
and go
SUNDAY NIGHT, DUNGEONCRASHIN'!

51 posts omitted. Last 50 shown. Expand all images
>>
No. 975352 ID: f56a2b

Combat is pretty straightforward in planning, but can get complicated in execution.

You decide what you aim to do in a round, and it plays out from there, with an emphasis on whether or not it can be interrupted and when in the round it happens.

Initiative is pretty generally random, but mostly only matters between parties engaged with each other up close.

Most actions, like attacking someone, happen right on the initiative, no problem.

Some actions, like casting spells or reloading, start happening at the beginning of the round, and resolve on the initiative. These can be interrupted if someone with better initiative decides to attack the caster, for example.

Anyone who decides to move someplace else before they take their action, is going to arrive dead last in initiative whenever they get to where they're going.
>>
No. 975353 ID: b1b4f3

>>975351
The healer and the mage are both about to get attacked...
Assist the mage. The healer's healing someone who will then be able to protect her. I don't think the thrall can fend off three enemies.
>>
No. 975360 ID: e7c7d3

Dragon boy needs to go help on the right. Hopefully the thrall can hold off the two up top but the guy below that is the problem. Iskaandar going to blast the two?

Unfortunate for the mercenary, but Jonas needs to shoot the bandit above our slime. If halberd merc is healed enough to assist, then he should go help shield merc
>>
No. 975373 ID: f56a2b

>>975360
"Dark Animus" is a Necromancy spell that will buff Iskaandar's Thrall, if he gets the cast off.
>>
No. 975503 ID: f56a2b
File 159908429921.png - (53.16KB , 960x540 , 16.png )
975503

rolled 8 + 3 = 11

Eudes: (Blast! Jason or whatever has his man(?) guarding him, poor Saline is about to be taken from behind... but Iskaandar, it's three on one! Time to even the odds, but how am I going to get there in time...!)

Eudes is being directed to protect Iskaandar. Eudes chooses to divert his attacker from him, based on his Rogueish skillset.

Eudes: (Draconic Impulse/Bardic Tongue) "HAHA, GOT ONE! Hey! YOU AND ME MAN, LETS GO!!!"
>>
No. 975504 ID: f56a2b

rolled 12 + 2 = 14

Eudes grabs the attention of the bandit, who is distracted enough to delay until Eudes approaches him.

Bandit: "Shit!"

The bandit attacks Eudes!
>>
No. 975507 ID: f56a2b
File 159908742821.png - (185.86KB , 960x540 , 17.png )
975507

(Fuck this dice command nonsense, I have actual dice right here...)

14 to hit, misses Eudes!

----------

Iskaandar struggles to get his cast off, as the bandits advance on his thrall...!

Initiatives:
Iskaandar, 2
Bandit A, 3+2
Bandit B, 3+2
Thrall, 17 Delays until Iskaandar's Initiative.

It's close, but they manage to act first, and rush the Thrall!

19! Critical hit not possible. 7 Damage!
12! Miss.

----------

Iskaandar: "...bestoh theyn weel, Battuta! Let eet be the WHOLE of thee LAW!"

Spell effects, all physical stats increased by 1d4+1!
Strength Increased By 5! EMPOWERED, 7!
Dex Increased By 5! EMPOWERED, 7!
Con Increased by 5! EMPOWERED, 7!

Iskaandar: "haah... haaah...
Thiine. Weel.
BE! DONE!"
My y y W i l l BE E D O N E



----------

Thrall: ggrrrRRRAAAAAAAAAAAAAAAAAAH!

Thrall attempts to grapple! 10!
Bandit tries to fight it off! 3!

Bandit: "AAAA! HEELP! GET IT OFF MEEE!!"
>>
No. 975509 ID: f56a2b
File 159908935659.png - (112.64KB , 960x540 , 18.png )
975509

Saline, blissfully unaware of the looming threat, none the less does her best to heal the fallen warrior!

Initiatives:
Saline, 13
Bandit, 20!

Bandit attacks, 11! It... bounces right off Saline's helm!

Saline, completely unfazed: "...this warrior, that he may live another day. Bless this warrior, that he may learn your Way and live forever. Purge."

14 health restored. The mercenary is roused awake by the sounds of battle, but may not act this turn.
>>
No. 975511 ID: f56a2b

Jonas: Shit!

Initiatives:
Mercenary (Shield), 13
Bandit, 9
Jonas, 9 (higher dex mod, breaks tie)

The mercenary readies himself to interpose against the bandit!
The bandit attempts to maneuver past, at the cost of slowed movement!

17 acrobatics, vs... 1, natural! The bandit can get by with no slowed movement, but...

6 athletics, vs 15 athletics! The interposition attempt FAILS!

Jonas looks up from his locked and loaded weapon, just in time to defend himself!

The Bandit rolls a natural 1! He is flat-footed until his next initiative!
>>
No. 975512 ID: f56a2b
File 159909285113.png - (88.19KB , 960x540 , 19.png )
975512

The round is over, and a new round begins.

-Jonas is holding a locked and loaded musket. He also has a club and knife at hand.
-The bandit opposite him is flat-footed, and will not be able to react to anything that happens before he gets to act next.
-The mercenary (shield) is near by them, armed with a sword.

-The mercenary (halberd) is up and fairly healthy.
-Saline is up, armed with a battle aspergillum (currently loaded with her own excretions). She also has a hammer at hand as well.
-The bandit that attacked Saline is up, and normal.

-The bandit that attacked Eudes is up, and normal.
-Eudes is up, and normal. Eudes' "enthralling performance" will be at a disadvantage against the bandit, so soon after his last attempt.

-Iskaandar's Thrall is currently tremendously empowered by "Battuta's Dark Animus", but is decaying with every round that the spell empowers it.
-Bandit A is pinned by the Thrall.
-Bandit B is up and normal.
-Iskaandar is channeling Battuta's Dark Animus, but may still take non-magic actions. He is armed with his Athame, and has a bundle of war-darts at hand.

Please direct your heroes and mercenaries, and ask any questions you need answered.
>>
No. 975513 ID: 8a8676

Jonas’ rifle isn’t gonna be much use against that bandit when he’s so close. Have the shielded merc kill the bandit while he’s vulnerable, then Jonas can take a shot at the bandit engaged with Eudes.

From there, Eudes can go help Iskaander and his Thrall with those two bandits. Lady Saline and the Halberd merc can probably take that one bandit together.
>>
No. 975515 ID: 977456

Eudes: Moon the bandit as you run away to shank Jonas' bandit in the back.
Saline: go help one of the dead mercenaries. They might be delicious in need of healing.
>>
No. 975516 ID: b1b4f3

>>975513
Sure.
>>
No. 975807 ID: f56a2b
File 159944345561.png - (78.81KB , 960x540 , 20.png )
975807

Initiatives:
Bandit, 5
Mercenary, 9

Jonas: "GET HIM!"
Mercenary (shield): "On it!"

The mercenary swings-- 20! 15 damage!

The bandit stumbles and falls from the blow to his head, dropping his weapon.

Jonas lines up his shot....

----------
Initiatives:
Jonas, 8
Bandit, 14
Eudes, 6


Bandit swings, 20 to hit. 4 damage, as he gets a good cut in on Eudes.

Jonas fires, and an 18 hits! 13 damage!

The shot blows through the mercenary's torso, and he collapses.

Eudes: "Rgh-- blow for blow then! I won't complain..."

Eudes rushes, fast as he can, to Iskaandar's side...!

----------

Initiatives:
Bandit A, 20
Iskaandar, 11
Thrall, 7
Bandit B, 5
Eudes, must act last as a latecomer.

The bandit NOT overcome by a terrifying hulk of zombified sergal, thinks fast!

Bandit A attacks Iskaandar! 8 to hit, misses!

The Thrall shifts its grip, and torques the bandit with all its might. 24, strength check.
The bandit tries to resist. 18, strength check.
With a loud and discordant sound of crepitus, Bandit B goes limp.
As the Thrall's surge of power courses through it, the Dark Animus engulfs it. 21 necrotic damage.

Eudes: Mind if I CUT IN?
9 to hit. Miss.
Eudes: (...what did I just tell that other one about holding off on the wit? Damn it!)

----------

Initiatives:
Bandit, 20
Mercenary (Halberd), 10
Saline, 2

Saline: "Stop, in the name of LAW! If you continue your assault I will SCOUR your face from this world in His name! I suggest you lay down your arms!"

Bandit RUNS FOR IT!

The mercenary tries to get around Saline to attack the bandit, but stops when he sees his quarry running away!
Mercenary (halberd): "What-- what are you doing? Why didn't you do anything?"

Saline: "He did not attack me. In any case, I must attend to our wounded!"
>>
No. 975808 ID: f56a2b
File 159944353843.png - (19.95KB , 960x540 , 21.png )
975808

Bandit A: Shit! STOP! STOP! I SURRENDER!

YOU WIN!

(1 bandit captain shot offscreen)
3 bandits struck down
1 bandit surrendered
1 bandit fled

Saline intervened for the dying mercenaries.
Mercenary (spear) is stabilized, but the other could not be saved.

The bodies were searched.
No money was found.
The bandits have damaged, decent light armor,
and decent light weaponry.

Only one pony is still alive, and in condition to be used. The other is beyond Saline's skill, especially to be used as a draft animal. This is certainly no problem for the light load you have now, but it certainly isn't a treasure-horde worthy cart any more.
>>
No. 975811 ID: b1b4f3

>>975808
Interrogate the prisoner, find out where the bandit HQ is.
>>
No. 975818 ID: 4b7fa0

Have Iskaandar reanimate the dead pony. Death is no excuse to stop hauling.

That living bandit is a valuable resource, no mistake. Jonas should interrogate him for all pertinent information: size of the bandit gang, their MO and how we can expect them to defend themselves, the exact location of their hideout and details of the surrounding topography, how tough the bandits are and what kind of training and equipment they’re armed with. All that and we’ll have enough information for a solid plan.

The bandit should be fairly easy to intimidate into talking, but if he doesn’t, Jonas’ knife will persuade him well enough. While he’s busy with that the others should strip the bandits of their valuables, and cut the ears off them, as proof of the victory. If the Bandit Captain has any sort of distinguishing uniform item like a hat or tab, take that.
>>
No. 975962 ID: f56a2b
File 159969620866.png - (26.42KB , 893x632 , 22.png )
975962

It really doesn't take much, the bandit is pretty loose-lipped. In Jonas estimation, he's really very green too; nobody with any time under their belt would be dumb enough to surrender to the authorities... then again, with that monster Iskaandar put together, maybe running wouldn't be too bright either...

>The size of the bandit gang
The group is something like... 20? or so people. He's not really familiar with them all.

>Their MO
As far as he knows, the bandits attack caravans and slaughter them to the last, before stripping all the valuables, supplies, rations, etc. and bringing them back to camp.


>How we can expect them to defend themselves
He hesitates on this one, before Jonas draws his knife. He stumbles and fumbles with his words, but he explains that he... doesn't have a good answer. They would just try to fight back, he supposes.

>The exact location of their hideout
At this, he swallows hard. He doesn't remember it, he's only been at this for less than a week.

"Less than a week?"

Yes, four days. He was press ganged from a caravan, he claims, and can hardly remember the way back to the camp. He was just following the captain -- the one to draw first blood and perforate the two mercenaries and pony -- when Jonas shot him in the opening of the ambush.

----------
>the exact location of their hideout and details of the surrounding topography, how tough the bandits are, what kind of training and equipment they're armed with.

"...and if I think you're lying, I'm not gonna be very fucking happy. So do your best to tell me the truth. I've been on the wrong end of an odd job one or twice myself, kid. Just don't bullshit us, and we'll work with you."

Jonas has every intention of getting quality talk out of this bandit, if he's not salty enough to have information worth torturing out of him... 15. With his disadvantage in reaction rolls from others, his second roll is a natural 1.

The bandit just can't seem to look away from Jonas' stick enough for the offer of a carrot to appeal to him.

None the less, he explains the hideout is... built up, on top of ruins. The surroundings are an overgrown clearing, with no trail that leads to it, although there is a stream nearby.

The bandits are a mixed bag, he says. Some are tough, a couple are as green as him, and the ringleaders circle are all dangerous fellas.

----------
Well, at least you know the exact surroundings of the camp, and have a vague idea of their composition. You know one took off running, and it wasn't towards town...
>>
No. 975963 ID: f56a2b

Eudes: How's your... work, coming along then, 'Skaandar?

Iskaandar: Feenesh'd.

Eudes: Blood, why did it take you so long in town?

Iskaandar: Beecause I waas prepaaring a reeal thraaal for my purpohses. Thees is juust a beeast. Eet weel keep puushing to town.

Speeaking of, puushing on... eet will rott in a daay or soh. Unlehs we buy another ponee...

----------

The bandit captain's corpse was found in the trees: he had a quiver of good arrows, a *very* nice long bow, and while he wasn't wearing a uniform, his distinctive gloves--

Jonas: "What did you say?"

Saline: "He was wearing these garish, crimson gloves!"

Jonas: "Let me see those-- no, let me take a look at that corpse."

...

Jonas: "Well, I'll be damned. It's old Deadshot Duncan. So much for those lucky gloves, you dumb prick... how did I get the drop on this guy?"

Iskaandar: "Youu haave a heestory?"

Jonas: "No. We kept the same company, one time. Say, that bullet hole is real tiny... (Saline knows how to clean stuff flawlessly... right? Thank God old Duncan decided to shave today, I could probably disguise myself as him. It'd be a real tough bluff, though... unless he hasn't changed a bit in four years.)

In any case, we're damn lucky. He could have probably taken four of us with three arrows. Thank God I had that weapon loaded--

Iskaandar: "I eemplore yuu, stahp with that babble. Yoou had thee pressssence of miind to bear yor we-pon loaded, while expecteeng an amboosh. No... so called God was eenvolved.

Saline: "Your piety should not be so conditional, Jonas. If you would like to be assured of your good fate now, and in the hereafter, please do not hesitate to-"

Iskaandar: "SHUTT thee FU--"

Eudes: "FELLOWS! The bandit captain had a wineskin on him! Why don't we just put our troubles aside and unwind a little!"

Iskaandar and Saline: ...

Jonas: Give me that, now.

----------
While you have lost a mercenary, the two who you healed and stabilized are now further loyal to your cause, and will continue to follow you. Mercenary (shield), who acted as Jonas meat shield, is not as enthralled, and is caught between the severe fighting and losses, but is impressed by your abilities and your efforts to help his comrades. He remains loyal to your coin. At least he isn't asking for his wages in advance.

The mortally wounded pony is now up and ready to go. It is not a true wight, however, and is merely being compelled to go on. It is too dumb to really be helped at this point, but it will still drive the cart until it falls apart.

Well? What say you? Push on to find the camp and track the bandit, striking while the iron is hot? Return to town, gather more strength? It would take the rest of the day, unless you aim to return at night... Some kind of party-splitting plan, half and half responsibilities?
>>
No. 975967 ID: f56a2b

>>975963
Oh, and of course, you did cut a few ears off...
>>
No. 975970 ID: e7c7d3

Continue on to the bandit camp
>>
No. 976267 ID: f56a2b
File 160003465362.png - (127.54KB , 960x540 , 23.png )
976267

There's a hesitation, as everyone waits for the other shoe to drop...

With a flourish, Jonas tosses the empty wineskin into the treeline.


Jonas: "Iskaandar, Saline, watch the mercenaries and clean this shit up. Bury the one we lost."

Iskaandar: "Ohh? And whoo maade youu boss?"

Jonas: "If you want to keep glaring daggers at Saline knock yourself out. I'm taking Eudes and catching that other hood."

Eudes: "Right, what the man said!"

----------

It didn't take long to find him; he had no idea how to cover his tracks, and catching up to him was trivial.

A quick application of threat and knife later, he was convinced to reform his ways and give the party directions to the bandit camp.


You have successfully discovered the bandit camp.
>>
No. 976268 ID: f56a2b
File 160003467892.png - (68.27KB , 960x540 , 24.png )
976268

Prologue Complete.

You cashed in no treasure.

You lost no heroes.

You lost no companions.

You lost 1 follower:
Mercenary (Driver)

You got 4 kills.
Bandit x 3
Bandit Captain x 1

You gained loyalty:
Mercenary (Halberd): +1 (now +1)
Mercenary (Spear): +1 (now +1)
>>
No. 976271 ID: f56a2b
File 160003486821.png - (120.12KB , 960x540 , 25.png )
976271

"And so as metal does, do to yourself, Purge the mind of impurities; base slag. They are but the stuff of darkness and lies; The void they leave is room for light to grow." -Forges 14:15, The Book of BRASS

"Make your body run, until it is too tired to move.
Run your mind through its paces, until it is too scattered to think.
Twist your soul without remorse, until it is too wretched to feel.
Then, reader-disciple, you must force yourself to move.
Force yourself to think. Force yourself to feel.
Meditate on this well, for it is the basis of all noble Necromancy."
-Foreword, The 619 Invocations by Battuta

>>
No. 976295 ID: f56a2b

LADY SALINE
RACE: Ooze Kobold
CLASS: Priest (Cleric of Bleachus)
ALIGNMENT: Law (+1)

Stats:
Str: Average
Int: Poor
Wis: Great
Con: Good
Dex: Bad
Cha: Average

Abilities:
-Cleric Initiate (Law/Bleachus): Saline is able to heal wounds, turn mindless undead, exorcise minor spirits, and purify spoiled material.
As she is pledged to Law, she may not consort with the forces of Chaos, or she loses these abilities until she atones. As she is pledged to Bleachus, her Purification/Turning/Exorcism is empowered, or roughly 50% more effective in all regards. She cannot, however, use Harm, Blight, or Undeath magic whether herself or by a device.

Advantages:
-Empowered Purification
-Empowered Turning
-Empowered Exorcism
-Will be turned away by institutions of Chaos.

Disadvantages:
-Cannot use Harm magic.
-Cannot use Blight magic.
-Cannot use Undeath magic.
-Can gain access to some institutions of Law.
-Saline may only make use of equipment as a humanoid would when she is in an appropriate Chassis like plate armor. If she is not in something at least as put together as plate, she will only be able to act as an ooze would.
>>
No. 976296 ID: f56a2b

ISKAANDER
RACE: Vermin Swarm
CLASS: Mage (Necromancer)
ALIGNMENT: Chaos (-1)

Stats:
Str: Bad
Int: Great
Wis: Average
Con: Average
Dex: Good
Cha: Poor

Abilities:
-Necromancer Initiate (Chaos): Iskaandar is acquainted with the fundamentals of necromancy, and can: reanimate a corpse as a mindless drone, properly embalm a corpse, infuse a corpse to create a wight, rot or spoil food, and spread necrosis by touch. As he has aligned himself with Chaos and had a proper schooling in Necromancy, all of his spells are 50% more powerful. His spells require the use of his Athame, and will not work without it.

Advantages:
-Empowered Necromancy
-Can regain health and mass by eating corpses
-Can gain access to some institutions of Chaos.

Disadvantages:
-Cannot use Divination magic.
-Cannot be healed by Law magic.
-Will be turned away by institutions of Law.
>>
No. 976297 ID: f56a2b

JONAS
RACE: Human
CLASS: Warrior (Fighter)
ALIGNMENT: Unaligned (+0)

Stats:
Str: Very Good
Int: Average
Wis: Average
Con: Very Good
Dex: Very Good
Cha: Poor

Abilities:
-Ranger: Jonas enjoys a reliable degree of competency at hunting, dressing, tracking, stalking, and exploring wilderness.

Advantages:
-Has a great ability to lead companions and followers, and enjoys higher effective loyalty from them.

Disadvantages:
-Alcoholic, and has a bad temper.
-Has a poor ability to influence and convince others diplomatically.
>>
No. 976298 ID: f56a2b

EUDES
RACE: Trueblood (Blue) Dracon
CLASS: Rogue (Bard)
ALIGNMENT: Unaligned (+0)

Stats:
Str: Average
Int: Good
Wis: Average
Con: Average
Dex: Very Good
Cha: Great

Abilities:
-Draconic Manifestation (I): Eudes has the ability to channel electricity every so often. This can be done at will, but it diminishes with repeated use and can take up to a day to return to full strength.
-Bardic Magic: Eudes can, with magic song or music, influences others emotions whether to bolster or manipulate.

Advantages:
-Has a great ability to influence others.

Disadvantages:
-A wanted man.
-Is lustful to the point of preoccupation.
>>
No. 976388 ID: f56a2b
File 160012509846.png - (659.58KB , 960x540 , 26.png )
976388

The one in the middle had gone to check on the pot, while his compatriots continued to keep watch... four accounted for. Where were the other 16?

You have arrived at the Bandit Camp. There are four tents of unremarkable make, and one garishly colored tent from which light emanates. In the middle of the camp sits a stout pot full of something or other, while a fire goes underneath it. Ringing the entire camp is a palisade of tall stakes, pointed outward with sharpened tips, only interrupted by a small break in the pike-line at one spot and a tower at another. A door is the only notable feature in its facade, shut tight.

Please take the moment to review your character sheets to know your abilities you have at hand. Your inventory is as it was before, only notably with a couple bows and some arrows from the bandits loot, as well as the outfit of the bandit's captain, Deadshot Duncan.

For the moment, you have the advantage of surprise, and have not been spotted.

A number of possibilities are obvious, and you can of course come up with many more:


>Disguise Jonas as the dead captain and [blank]? (This is dicey, Jonas might know Duncan's mannerisms but that doesn't mean he's going to do well... still, maybe you can make the most of that. His chances are best alone, and if caught at close range with no backup, he will almost certainly be dead meat...)

>Launch an assault on the compound today? They may well not see it coming. Launch an assault on the compound tonight? It gives them time to figure things out, but it would be dark... both are risky, but both offer certain advantages.

>Return to town? You do know the bandits location after all... There are a lot of variables at play here, and you are ceding the initiative to them. They will certainly figure out they have lost their raiding party.

>Talk to your two new bandit buddies? You've gone over the broad strokes of the operation, and you've found the bandit camp with their directions, but surely you can think of other ways to approach them while you have them on hand.
>>
No. 976401 ID: b1b4f3

>>976388
Even if there are only four bandits here and the others are out raiding, I don't think you'd win a straight fight. They have a fortified position, and you don't have much of a numbers advantage.
Maybe you can lure them out of the fortification with Jonas in disguise? He can approach the camp, seemingly wounded, and collapse just inside the clearing. Should lure at least a couple of the bandits out of camp. If you blast the bandits still behind fortification with a volley of ranged attacks and take out the bandits "helping" Jonas you may be able to force your way in past the barricade. At that point the first priority is to keep the tower's door closed to avoid any reinforcements from that direction, then you can do battle with any bandits that were in the tents. Fairly straightforward and reasonable.

It could go even better if you turn the two captives into zombies and use them as meat shields. It's either that or leave them tied up somewhere before the fight so they can't interfere.

Would it be possible to climb the tower from the far side? If you can sneak up to it without the camp noticing and get everyone to the top, you could try fighting down it where the environment is more to your advantage.
>>
No. 976473 ID: f56a2b
File 160022162276.png - (583.43KB , 540x960 , 27.png )
976473

Jonas: "Hey, just had an idea... we're all pretty decent at climbing, why don't we--"

And then, he looks.

And he sees.


"What... in blazes...!?"
>>
No. 976474 ID: b1b4f3

Well now I want to ignore the bandits and sneak into the tower.
>>
No. 976478 ID: f56a2b
File 160022273488.png - (376.12KB , 540x960 , 28.png )
976478

"How... WE should have SEEN THIS!"
>>
No. 976493 ID: e7c7d3

Has there been any rumours about wizards causing problems in the area?
>>
No. 976494 ID: b1b4f3

Well, you could ask your captives why they didn't mention the infinitely tall tower.
>>
No. 976534 ID: f56a2b
File 160030970870.png - (487.57KB , 960x540 , 29.png )
976534

There have been no rumors about any wizardry in the area. As far as the party knew, the only action in this slice of the country for a while is clearing out these bandits, and you've heard nothing of a tower that goes into the sky.

Jonas wonders why the captive didn't mention the impossibly high tower.

Jonas: "Listen. What did I fuckin' say. About bullshitting us. Why didn't you mention this." As he speaks, his voice gets harder, and his nostrils flare.

First Captive: "I-I-I didn't think you'd believe me... Y-you touch me and I'll scream! They'll know you're here!"

Second Captive: "What in Gods' names are you talking about, you nutter?"

Jonas: "The fucking TOW--" He quickly catches himself and begins again, "the fucking tower! Look at it! Are you fucking kidding me?!"

Second Captive: "Yeah, it's a tower... we told you the camp was near some ruins. Why are you freaking the fuck out? We haven't done anything!"

Jonas: "Eudes, tell me: am I just going fucking nuts here? Look at it!"

Eudes stares straight ahead, past Jonas

Eudes: "Jonas, what am I looking at?"

Jonas: "See it's-"

Eudes: "A tower. One that's crumbling to pieces, at that. What has gotten into you old boy?"
>>
No. 976535 ID: b1b4f3

>>976534
...what? Is it based on proximity? Get Eudes to stand closer, like where you are. Tell him that to you, the tower isn't ruined at all. It's stretching into the sky so far you can't see the top.
>>
No. 976562 ID: f56a2b
File 160036500417.png - (402.33KB , 960x540 , 30.png )
976562

Jonas takes a swig from his flask and lets out a sigh.

Jonas: "Just come a little closer."

Eudes shifts forward a bit, and then gets even closer; closer than Jonas is to the camp.

Jonas: "Well?"

Eudes: "I don't see it, but... I believe you when you say you see it, my friend. It's baffling. To me, it just looks like it's about yay high," he indicates a height of what might only be between three or four storeys off the ground, "and near the top especially it's crumbling and falling to pieces."

Jonas: "Yeah, no. It's literally completely untouched save for some vines, and it's so goddamn fucking tall I can't see the top. It vanishes into the sky."

Eudes: "My man, we would have seen that from the road if that were the case..."

Jonas: "I know, but I'm seeing it now. Something is wrong with you."

First Captive: "I s-see it too. It's just like you said, it's so tall I can't see the top of it..."
>>
No. 976569 ID: c36238

Well, to figure it out, the camp must be rid of those thugs. So, job's the same.
Most of the tactics stated by >>976401 still apply.
>>
No. 976632 ID: f56a2b
File 160046869890.png - (398.86KB , 960x540 , 31.png )
976632

Eudes: "Let's agree to disagree."

Jonas: "No. You--"

Eudes: "We have a camp full of thugs to be rid of. Who knows what is going on here? Believe in me, Jonas, we will have a much better time of it when we get to the base of that tower. Lets--"

crack

The second captive freezes, his attempt discovered. You have but a moment to choose how Jonas and Eudes will react.
>>
No. 976988 ID: 12b116

Shoot him with lightning!
>>
No. 976989 ID: e7c7d3

Eudes, aggressively apply your body onto that captive. aka. a diving tackle!

Jonas, keep the first captive in your sights
>>
No. 976990 ID: cdabe3

>>976989
This sounds good
>>
No. 977631 ID: f56a2b
File 160150178639.png - (186.53KB , 960x540 , 32.png )
977631

Jonas keeps his eyes on that first captive, while Eudes goes for the runner!

Initiatives:
Eudes, 4
Captive, 3

Eudes keeps in range of the Captive long enough for a sure hit from his lightning!

Captive: "ARghh---kkk-!"

He's out of breath and on the ground after being electrocuted and tackled. Securing him is not an issue. The first captive, with two against him, submits to being tied up as well.

The crisis averted, Eudes and Jonas head back to hash things out with the party...

----------

As they go over what they saw, another thing becomes apparent: only the first captive and Jonas can see the tower go into the sky, but also the purple and gold tent near the fire wasn't remarkable at all to Eudes or the second captive, who say it looked just like any other tent.

A quick job is done outlining the layout of their base...

The entire camp sits on an elevation, with the tower at one end of it. The slope around is going to be mean to fight up, and there's only one visible entrance at Side 1.

Side 2 appears to have a guard posted, and is where the tower is.

Side 3 has a guard posted, and is on the far side from where you first found the camp.

Side 4 has a guard posted, and is the side that has the purple tent that only Jonas and the first captive can see, the same case as is with the tower going into the sky.
>>
No. 977632 ID: f56a2b
File 160150180544.png - (127.85KB , 960x540 , 33.png )
977632

The equipment is divvied up between the available fighters:

-Jonas has his gun, probably the deadliest of the ranged weapons.

-Eudes can take ahold of a bow, but he's not great with it and it's not a great bow.

-Saline... cannot use the weapons. Between her stature, her form, and the restrictions of the armor, she didn't bring a ranged weapon of her own.

-Iskaandar has his bundle of war-darts, and can't handle much heavier than that.

-Iskaandar's thrall is pretty worn out, but is also too monstrous to really wield anything.

-Mercenary (Spear) wants to sit this one out, still weary from his near death experience after being shot. The other two mercenaries are able to arm themselves with a bow and a crossbow.

----------
There are also the two captives, who are tied up. As it is, M(S) would be willing to sit back and watch them while you assaulted the camp, but there was a possibility mentioned of turning them into zombies...

There's also Jonas and his possible disguise, which hasn't been finalized yet.

>What is the plan of attack? Who is going to be positioned on which side?
>>
No. 977637 ID: e7c7d3

M(S) staying behind sounds good. Kind of sounds like there's really no good way to assault this fort. Perhaps Iskaandar and the crossbow mercenary can go up side 2 and try to take out the guard there. The tower might block the others in the fort from noticing what's wrong. Either way, Eudes, Saline, and the thrall would have to move up towards the gate on side 1 regardless. Have the bow mercenary go with them to offer covering fire. Jonas could maybe go from side 4 and keep an eye out if a wizard or something pops out of the fancy tent.
>>
No. 978112 ID: f56a2b
File 160212896251.png - (36.29KB , 590x532 , 34e.png )
978112

Jonas watches carefully from the tree line. His gun is up and he is waiting for a shot; that fancy tent has something in it for sure.

Side 1
Round 1, Surprise round!
Mercenary shoots his crossbow, 19 hits, 5 damage!
Iskaandar throws his war dart, 12 hits, 2 damage!


Round 2
Initiatives:
Mercenary: 12
Bandit Side 1: 6
Iskaandar: 1

Mercenary shoots his crossbow, 16 hits, 5 damage!
-----
Side 2

Surprise round!

Eudes, Saline, Thrall, and a mercenary with a Bow advance towards the gate.

Round 2
Initiatives:
Mercenary: 20!
(Bandit Side 1): 6
Eudes: 5
Saline: 4
Thrall: Without his master's lead, Thrall always acts last.

The mercenary seizes the initiative so well, he's able to get a shot on the Side 1 Bandit with advantage!
Mercenary shoots his bow, 12 hits, 4 damage! The Side 1 Bandit is perforated. Combat ends.
>>
No. 978113 ID: f56a2b
File 160212899397.png - (74.75KB , 960x540 , 35.png )
978113

Iskaandar and his mercenary manage to get up to the edge of the tower.

Eudes, Saline, Thrall, and their mercenary manage to get up to the gate.

Jonas continues to keep overwatch on the tent.

You have only a moment before the missing guard is noticed and you are discovered. You must choose how to act now that you are up close and currently unnoticed.

TRAP DETECTED!
Iskaandar has discovered a magical tripwire at SIDE 1!

>>
No. 978114 ID: f56a2b

fuck, i got the sides mixed up. when they say "side 1" i meant "side 2" and vice versa.
>>
No. 978118 ID: 349d05

Good. Without the wall to deal with, this gets a lot easier.

Keep overwatch.
Everybody else gather at the gate.

Side 1 team (except Thrall, who is best to guard the mage) charge up the side to hit the side 3 guy.
Side 2 team (+ Thrall) fire at the guy mid-camp. To attempt melee, he'd have to hit the tripwire.

Hopefully the melee charge devastates their morale of these thugs, but either way there should be a lot of tactical leeway. Side 2 team covers a place to fall back to or escape if required, while side 1 team is able to move to hit mid-camp or side 4 after the side 3 guy is dealt with. Plus, we have overwatch to deal with... surprises.
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