Results 721 to 750 of 1473
Thread: Machines of War
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2012-03-14, 01:57 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
What route do you take to get there?
Originally Posted by The Giant
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2012-03-14, 05:50 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
Take the old road past the main army.
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2012-03-14, 06:28 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
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.
Originally Posted by The Giant
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2012-03-15, 03:12 PM (ISO 8601)
- Join Date
- Jan 2010
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.
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2012-03-15, 04:50 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
I'll have to make a map for this one. Might be able to do it tonight.
Originally Posted by The Giant
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2012-03-17, 05:44 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
Okay, here's the map. The place is crawling with soldiers, mostly gathered around the campfires.
Originally Posted by The Giant
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2012-03-20, 06:16 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
Put on my disguise to pass cursory inspection and wait for most of the soldiers to go to sleep.
disguise
Spoiler(1d20+1)[10]
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2012-03-21, 11:32 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
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).
Originally Posted by The Giant
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2012-03-21, 02:01 PM (ISO 8601)
- Join Date
- Jan 2010
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]
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2012-03-21, 05:07 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
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.
Originally Posted by The Giant
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2012-03-21, 06:14 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
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]
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2012-03-21, 06:41 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
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.
Originally Posted by The Giant
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2012-03-23, 09:25 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
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]
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2012-03-24, 07:13 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
DM only
SpoilerNone 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.
Originally Posted by The Giant
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2012-03-25, 12:29 AM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
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?
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2012-03-26, 02:42 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
Well, there are the two sentries, one at each end of the tent. You don't see anyone else.
Originally Posted by The Giant
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2012-03-26, 06:00 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
throw a lit smoke/death stick to the closest ones feet.
(1d20+6)[25]
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2012-03-26, 09:07 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
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]Originally Posted by The Giant
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2012-03-27, 05:42 PM (ISO 8601)
- Join Date
- Jan 2010
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.
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2012-03-27, 05:53 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
DM
Spoilerfort 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.
Originally Posted by The Giant
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2012-03-27, 05:59 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
The other guard charges you, swinging a long, curved blade. (1d20+6)[10] (1d6+2)[4].
Originally Posted by The Giant
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2012-03-27, 09:51 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
Obviously he missed.
Attempt to trip him.
(1d20+6)[11]
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2012-03-28, 11:46 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
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.
Originally Posted by The Giant
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2012-03-28, 01:35 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
Critical threat: (1d20+4)[19], (1d6+2)[8].
Originally Posted by The Giant
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2012-03-28, 09:43 PM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
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.
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2012-03-29, 09:52 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
DM
Spoiler(1d20+3)[23]. DC 15 or fall unconciousOriginally Posted by The Giant
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2012-03-29, 03:13 PM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
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.
Originally Posted by The Giant
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2012-03-30, 02:03 AM (ISO 8601)
- Join Date
- Jan 2010
Re: Machines of War
On second thought, better run to the J4 position. Also. light another smoke stick in that bonfire and drop it on my next move.
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2012-03-30, 10:39 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
DM
Spoilerfort - (1d20+3)[22]. spot - (1d20+7)[8]Originally Posted by The Giant
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2012-03-30, 10:42 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Utah
- Gender
Re: Machines of War
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.
Originally Posted by The Giant