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Thread: Machines of War

  1. - Top - End - #721
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    Default Re: Machines of War

    What route do you take to get there?
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  2. - Top - End - #722
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    Default Re: Machines of War

    Take the old road past the main army.

  3. - Top - End - #723
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    You arrive in Bushton just past nightfall. The fortifications are complete. Lookouts are posted at the top of the earthen wall, and torches are lit in the camp. Men sit around campfires, cooking dinner and gambling. It appears that the rest of the Cardinal Guard has arrived.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  4. - Top - End - #724
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    Default Re: Machines of War

    Find dry twigs to make about 8 smokesticks with the flower of living death wrapped around them.
    Survival (1d20+5)[14]
    Then start by sneaking to the commanders tent and trying to put a lit one in it.

  5. - Top - End - #725
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    Default Re: Machines of War

    I'll have to make a map for this one. Might be able to do it tonight.
    Quote Originally Posted by The Giant
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  6. - Top - End - #726
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    Default Re: Machines of War

    Okay, here's the map. The place is crawling with soldiers, mostly gathered around the campfires.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  7. - Top - End - #727
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    Default Re: Machines of War

    Put on my disguise to pass cursory inspection and wait for most of the soldiers to go to sleep.
    disguise
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    (1d20+1)[10]

  8. - Top - End - #728
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    By moonrise (a thin crescent in the eastern sky) most of the fires have burned low and only a few sentries are still awake (indicated by the light blue squares on the map).
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  9. - Top - End - #729
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    Default Re: Machines of War

    Sneak from Squares designated J1 to J2 and then keep the tents between me and the sentries.
    move silently
    (1d20+9)[20]
    hide
    (1d20+14)[27]

  10. - Top - End - #730
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    Default Re: Machines of War

    spot - (1d20+2)[10],spot - (1d20+2)[6],listen - (1d20+2)[14]listen - (1d20+2)[3]. For both sentries.

    If either succeeds, sense motive - (1d20+1)[14]sense motive - (1d20+1)[14]. Describe your disguise.

    You pass unnoticed to the edge of camp.
    Last edited by madtinker; 2012-03-21 at 05:08 PM.
    Quote Originally Posted by The Giant
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  11. - Top - End - #731
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    The basic colors are those of the Crimson Guard, or whoever they are. There is none of their embroidery or symbols. Enough so that I could be mistaken for one at a glance, but not much more. Now that I am past the first guards I need to make it to the command tent without getting caught and deliver my smoke stick. Hold my breath and Light my smoke stick in one of the fires. Then walk silently to J3 and toss it next to the guard and move away.
    move silently
    (1d20+9)[19]
    throw
    (1d20+4)[8]

  12. - Top - End - #732
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    I don't see J3. I'll need a MS check for every round. Remember that you move at half speed unless you want to take a penalty.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  13. - Top - End - #733
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    Yeah, i forgot to update the map. I will take half speed and stay below the tents if I can. Should take me three rounds to get there.
    move silently
    (1d20+9)[25]
    (1d20+9)[27]
    (1d20+9)[22]

  14. - Top - End - #734
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    None of the sleeping guards has a chance of hearing him, but the tent guards do. Being specially trained bodyguards (lvl 3), they are a little better at hearing things.
    (1d20+7)[8](1d20+7)[16]
    (1d20+7)[17](1d20+7)[9]
    (1d20+7)[10](1d20+7)[17]


    As you approach the tent, it appears that you have gone completely unnoticed.
    Last edited by madtinker; 2012-03-24 at 07:13 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  15. - Top - End - #735
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    look around to see if anybody is around
    (1d20+7)[11]
    do I need to see if I threw the lit smoke stick on target again?

  16. - Top - End - #736
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    Well, there are the two sentries, one at each end of the tent. You don't see anyone else.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  17. - Top - End - #737
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    throw a lit smoke/death stick to the closest ones feet.
    (1d20+6)[25]

  18. - Top - End - #738
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    He spots you! He gives a shout of alarm. You have the element of surprise, so you get an action. Roll initiative.

    (1d20+3)[21]
    (1d20+3)[20]
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  19. - Top - End - #739
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    Default Re: Machines of War

    initiative
    (1d20+4)[16]
    Jaster is screwed in a fight, and would likely be hurt bad or killed. Surrender now may be his best way to accomplish his objectives. Hold my hands up in surrender and see if the fumes from the smokestick take him out.

  20. - Top - End - #740
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    fort save - (1d20+3)[13]DC 15 or fall unconscious


    The guard with the stick at his feet rolls his eyes into his head, and his knees buckle. He's down for the count.
    Last edited by madtinker; 2012-03-27 at 05:58 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  21. - Top - End - #741
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    The other guard charges you, swinging a long, curved blade. (1d20+6)[10] (1d6+2)[4].
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  22. - Top - End - #742
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    Obviously he missed.
    Attempt to trip him.
    (1d20+6)[11]

  23. - Top - End - #743
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    Default Re: Machines of War

    He takes an AoO. (1d20+4)[14], (1d6+2)[8]. Your trip attempt misses, and he continues attacking. (1d20+4)[23], (1d6+2)[5]. By now, smoke is beginning to fill the air.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  24. - Top - End - #744
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    Critical threat: (1d20+4)[19], (1d6+2)[8].
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  25. - Top - End - #745
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    Take a deep breath of good air, hold it and run through the smoke. Jaster should be able to handle another AoO if it hits.

  26. - Top - End - #746
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    (1d20+3)[23]. DC 15 or fall unconcious
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  27. - Top - End - #747
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    Default Re: Machines of War

    AoO (1d20+4)[7], (1d6+2)[8]. Which way are you running? The borders I just added show where the smoke cloud is.
    Quote Originally Posted by The Giant
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  28. - Top - End - #748
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    On second thought, better run to the J4 position. Also. light another smoke stick in that bonfire and drop it on my next move.

  29. - Top - End - #749
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    fort - (1d20+3)[22]. spot - (1d20+7)[8]
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  30. - Top - End - #750
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    You emerge from the still expanding cloud of smoke. The guard mutters something about "the general" and doesn't appear behind you. You can't see him, but you hear other men stirring in their tents.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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