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Post by Grey on Jan 9, 2012 15:36:08 GMT -5
Patting the horse's mane, as much for me as the horse's comfort, I survey the forest before me. "With Marcus as a master, we will be the greatest trackers ..."
My eyes drop to meet Didijik's, "... assuming we can find him. We've been doing these Cat & Mouse games for as long as I can remember. Yet, no matter how much better I get, he always proves how much I have to learn. I can't believe it's the 23th. Seems like the Rebirth festival was just yesterday."
Just then something unusual catches my attention, "Nature's Grace, I've never seen Lunar Shade grow around here, or open during the day. We should collect a few of the flowers for Old Lady Medilian's use."
From the east, the duo hear the pass guards ring the warning bell once. Immediately pain shoots through my head. Instinctively I shut my eyes and bring my right hand to the back of my head, "OWW!! The pass is miles. So why does it seem like it's ringing within my skull?!"
Slowly Armod's eyes open as he regains consciousness . . .
______________________________ hp 8 (7 subdual), AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 9, 2012 18:49:47 GMT -5
Your eyes open, revealing some sort of spinning forest. Closing them tightly as your stomach turns over threatening to expel every meal you have ever eaten, you manage to hold it together. After a few more minutes you open them again, and see that the forest wasn't really spinning, just your head. It takes a long time before you can even sit up, without the world spinning uncontrollably again. Once up you look around, and that's when memories flood in since the warning bell tolled until the three guards overwhelmed you and Mortimer.
Using a tree for balance, you manage to get shakily to your feet. Mortimer is nowhere to be found. After a few wobbly steps you feel a little better, and manage to get around slowly, but surely. Investigating where you woke up, and your camp site, you still find no sign of Mortimer, or the guards for that matter. Why did they take Mortimer, but leave you behind? Your head is even bandaged, like someone tended to your wounds before leaving you behind. Checking through your belongings, you find that you still have all of your equipment, even your money.
What do you do now Armod?
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Post by Grey on Jan 9, 2012 18:54:49 GMT -5
Armod starts gathering up his few belongings, silently thankful that they were left for whatever reason, and slowly regaining a semblance of balance and mobility. Upon approaching Didijik, his gauntlet left hand collects the reins while running his gloved right hand down his animal friend's neck. Resting his hand on the saddle grip and placing a foot into the stirrup, the young tracker mounts.
"All we have are questions and no answers." Armod's green eyes fall west in the direction of the Pass. "Do the soldiers have Mortimer? Or did he get away? Who took the time to bandaged me, just to leave me unconscious? And the biggest of all, what is the reason soldiers were sent to harm the young people of Urutah Valley?" Motioning Didijik to take them to the west pass, he adds, "If they do have Mortimer, chances are they brought him to the closest structure. Maybe we'll find answers there."
______________________________ hp 8 (7 subdual), AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 9, 2012 18:55:19 GMT -5
You travel for an hour, before Didijik brings you into sight of the western pass. You have been here many times with Marcus. Instead of seeing the couple village men in the tower, you see at least four men in the tower, and another four on the wall. All wear the armour of the Imperial Army, and they all have swords at their waists and crossbows in their hands. While you watch, you see one of the guards lean over the wall and shout down on the other side. Clearly there are others on the other side of the wall, either more guards, or newcomers.
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Post by Grey on Jan 9, 2012 18:55:52 GMT -5
Raising his gloved hand to shield his squinting eyes from the sun hoping the action would allow him to see distinctions in the guards like log dents. "Anything?" The young man glances down to Didijik, adding "yeah, me either".
Paying heed to where the tree cover ends and the cleared area around the pass starts so as to remain unseen, Armod traverses the edge of the clearing. Most of the focus the young tracker spares is put to scanning for signs that either Mortimer or the guards they encountered.
When the length of the edge is fully check, Armod steers his mount to the closes point where woods, clearing and mountain meet to make camp.
______________________________ Rolls: awareness (9-1=)8, stealth (11+6=)17, survival (18+3=)21 hp 8 (6 subdual), AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 9, 2012 18:56:17 GMT -5
Looking from various vantage points, you don't see any sign of Mortimer. Try as you might, not matter where you look from, you can't seem to get a good enough view of the guards to notice if any showing signs of their recent struggles with you and your friend. Now located on the north side of the valley, about three hundred feet north of the road, you make a small camp just inside the edge of the sparse trees. You tether Didijik a few trees back, or about forty feet, to keep the large horse out of sight. Not making a fire to keep a low profile, you settle down to rest your wounds and see what you can see of the guards activities.
About every hour or so, a guard wearing slightly different armour exits a door set into the wall. The fellow makes a brief circuit of the guards on the wall, and turns to face those in the tower. You assume he shouts up at them based on his movements, although you can't see his mouth from here. The man leans over the wall for a moment before heading back inside again. Other than that little bit of movement, the four guards on the wall keep a sharp eye out on the other side of the wall while the other man is out and about, but otherwise simply lean on the wall with their elbows, clearly bored with their guard duty.
How long were you planning on watching the guards? I took some liberties with your characters actions/reasons for those actions. If I was mistaken, or overstepped please correct me.
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Post by Grey on Jan 9, 2012 18:56:46 GMT -5
Armod holds onto the hope of finding out what happened to his friend, but can't help noticing that that outcome becomes less and less likely. Mortimer might be within the wall. I'll need to try sneaking in far enough to verify, if for no other reason than to know he isn't there.
After Didijik is tethered, the tracker crouches among woods' edge to begin plan preparations. Gaging the distance and terrain across the clearing from woods and wall, and considering how to use nature to full advantage for when he will approach the wall within the shadow provided by the sun setting. Then heads back to his equine friend, to find him grazing.
Chuckling, "You're all stomach sometimes, but I can't blame you." Taking a seat at the base of a tree, Armod opens the flap of his backpack and locates one of the few rations contained within. Having had made a habit of keeping a few rations in his backpack for surprise hide-and-seek trips with Marcus. Taking a relaxed position to rest up for the stealth mission to come, Armod joins the horse to ensure a quiet stomach.
______________________________ hp 8 (4 subdual), AC 14 (touch/flatfoot 12), saves +2/+2/+1
Your liberties have been fine. I've taken some liberties too. I restored 1 subdual for the travel from where he woke to the pass, and 2 subdual for watching long enough to notice the hourly pattern. If I was mistaken, or overstepped please correct me.
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Post by DM-Delfon on Jan 9, 2012 18:57:41 GMT -5
(I think we're just liberal enough )
The distance from the edge of the trees to the western pass, where the road leaves the valley through a ten foot wide gate, is three hundred feet. The ground is fairly level, and intentionally cleared of any excess vegetation to make sneaking up on the wall harder. However, you note from your observations that the guards mostly focus on watching outside the wall. Studying the ground carefully you think you can make out a series of places where you could lay flat in a depression, or tuck yourself in along the mountain itself, there is even one place where a leafy weed is tall enough to provide you with cover if you crouched behind it.
(+3 Stealth when you attempt to sneak up on the wall for studying the ground ahead of time.)
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Post by Grey on Jan 9, 2012 18:58:03 GMT -5
As the sky darkens with nights fall, Armod takes to his feet bringing his waterskin to his lips. Stowing the waterskin on his mount before limbering up the muscles he may require tonight. "Wish me luck!"
Waiting until the hourly patrol, before starting to move across the clearing. Advancing from depression to depression, and mountain tuck to mountain tuck, the tracker cautiously makes his way to the wall. His green eyes shifting from terrain to guards and back.
______________________________ Rolls: awareness (5d20 -1=) 11, 5, 17, 19, 9; stealth (5d20 +6=) 15, 21, 10, 22, 21 hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 9, 2012 18:58:21 GMT -5
You stealthily move about 200ft closer before you're in any real danger of being seen in the long shadows cast by the mountains. You begin to skulk from depression to mountain tuck, and nobody seems the wiser. Now laying pressed flat behind what could barely be called a weed, you can see the guards in closer detail just 40ft ahead of you. One of the men leaning on the wall above has heavily dented armour, unless you miss your guess that fellow met with the log trap earlier today. You do note however, that nobody seems to be favouring any part of their bodies. Clearly the broken ribs the fellow had before have been tended to by an extremely competent healer.
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Post by Grey on Jan 9, 2012 18:58:39 GMT -5
Raising from his laying position up to a crouch, Armod leaves the minimal shelter of the weed to make a foray on the wall. It's a little unnerving how quiet everything seems. Like a calm before the storm. No! Put those kinds of thoughts out of your mind. We just need to determine if Mortimer is here or not.
Ignoring the instincts to run, both fast and far, the tracker steels his resolve. If his friend, or anyone from the village, is here against their will, he must help! I'll start with listening at the door. Just wish I could remember the Pass layout better.
______________________________ Rolls: stealth (10 +6 +3=) 19; awareness (1 -1=) 0; knowledge-local (7 +1=) 8; hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 9, 2012 18:58:49 GMT -5
Drawing up your few past memories of this fortification, you recall that the wall is twenty feet high, and thirty feet long between the two lowest points of the adjacent mountain ranges. There is a flight of stairs running from the ground to the top of the wall, and a tunnel through the wall protected by two portcullises at the front and back. the tunnel is ten feet wide, by ten feet tall, and runs through the entire fifteen foot depth of the wall. Set into the side of the tunnel are two doors, one that leads to an office and a couple holding cells, the other to a small barracks.
You stealthily slip across the low grass like a wild hunting cat, reaching the door moments later without anyone raising the alarm. You press your ear to the door, straining to hear whatever is happening on the other side, but can't make out anything through the stout wood of the door. From where you're standing inside the mouth of the tunnel, you can see the shoulders of two guards at the front of the far end of the tunnel.
You're now aware of ten guards, and their leader, plus whoever might be sleeping behind the door on the other side of the tunnel from you. At any moment either door could open, the guards by the far end of the tunnel could look over their shoulders, or the guards in the tower could climb down. You're very exposed where you're standing.
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Post by Grey on Jan 9, 2012 19:07:23 GMT -5
Looking down to the few possessions with him. Then remembering that all of his worldly possessions aren't much more. Armod shrugs, recalling one of his teacher's first lessons, "your mind is your strongest tool".
His eyes falling upon the door across the tunnel. Perhaps they have something I could use? From door to guards to door, Armod cautiously crosses to the barracks, hand going for the handle.
______________________________ Rolls: awareness (17-1=) 16; stealth (11+6=) 17; search (18+1=) 19; hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 9, 2012 19:22:33 GMT -5
You sneak over to the door, and try the knob - it's unlocked. Opening the door a fraction you see a room filled with four, two layer bunk beds. The room is in darkness, and the soft sound of sleeping men breathing reaches your ears. What were you hoping to find here that you could use?
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Post by Grey on Jan 16, 2012 17:19:47 GMT -5
Squinting in hopes his eyes can make use of what little light is available from the fire of torches and/or lanterns possessed by the wake guards, or the starlight. Armod makes a mental list of equipment that would be usefully, though growing more and more desperate despite himself:
- cloaks - oil - tindertwig - sack - alchemist's fire - smokesticks - sunrod
______________________________ hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jan 17, 2012 10:54:07 GMT -5
When you open the door enough that you can slip inside the light from the torches behind you illuminates the room sufficiently to see a few of the items you sought. You also note that there are four sleeping soldiers here, one on each bunk, three on the bottom and one on the top. Each bunk has two foot lockers at it's base, only one of which is locked.
One of the soldiers has a cloak draped over his sleeping form from knees to feet, it must have slipped down while he slept. You can see a shelf set into the wall at the back of the room used for storage, several torches, two hooded lanterns, five flasks of oil, a pack of tindertwigs, a sunrod, four wheels of cheese, an open box of trail rations, and a fifty foot length of silk rope all can be seen neatly stacked on it's shelves. Beside the shelve there are several sacs in various states of full, maybe this is where the soldiers keep their laundry?
*These men are sleeping, so they will get a -10 on their awareness checks to notice you sneaking around. Unless you do something to alert them, you have a very good chance of not waking them if you're very careful.
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Post by Grey on Jan 23, 2012 17:01:19 GMT -5
Sliding into the room, sure foot falling softly across stone floor past the sleeping soldiers, Armod reaches the back shelves. Taking one of the less filled sacks, the young tracker starts placing within the sack, 3 torches, a hooded lantern, a couple of rations, 3 flasks of oil. Then tucking the sunrod in his belt strap, and the pack of tindertwigs into a cloak pocket. Marcus' voice in his ear, 'leave few prints you don't want found'. Unlikely they'll notice so few taken supplies, Marcus.
One last thing. Light as a feather, Armod's gloved hand slowly lifts the cloak from the unconscious man's legs timing his movements with the sleeper's breath.
______________________________ Rolls: stealth (17+6=) 23; dex for cloak? (17+2=) 19; hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
Separate rolls at least 10 min apart, weird.
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Post by DM-Delfon on Jan 24, 2012 7:14:58 GMT -5
The stalking training you received under Marcus shows in your near-silent foot steps, and you reach the back of the room without waking the guards. Carefully gathering the supplies, you fill the sac in a about a minute, and head to the cloaked sleeping man. Nimbly you slowly take the cloak off his legs, a few gentle tugs at a time. While focused on that your foot brushes a sheathed sword leaning on his footlocker, causing it to overbalance and begin falling. While still holding the cloak steady, you fling out a foot and catch the weapon with the tip of your boot, preventing it from slamming into the ground, and waking all the guards. Now balanced on one foot, you finish removing the cloak, and replace the blade before making your way back to the door.
The blade's sheath is worked with some engraving, the blade inside might even be of Master Work quality... If you want to take it, you may, it's already in hand. Slipping back to the door you peek out, and find everything is exactly as it was when you came in.
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Post by Grey on Feb 4, 2012 15:10:14 GMT -5
His green eyes linger of the master crafted sheath and sword. The balance, weight and decoration of the blade seems to only hint at the skill that went into forming such a weapon. If Armod lived to 200, it is unlikely he would earn enough for a like tool. But this is not mine. The supplies I have taken are for Urutah use, and I am no thief.
Placing the sheathed sword back with a tinge of sadness like saying goodbye to a new friend you know you will likely never see again. The young man turns and ends for the door. Slowly looking out the door, to find little has changed from when he went in. Armod starts to make is way west from the pass back to his camp and loyal equestrian. Laying flat in depressions, or tucking himself in along the mountain, and the spot where a leafy weed is tall enough to provide crouched cover.
______________________________ Rolls: awareness (13-1=) 12; stealth (9+6=) 15 (possible +3 weed cover bonus? re: post on Jan 9) hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Feb 6, 2012 8:25:50 GMT -5
Shouts break out while you're still well within range of the archers on the walls, and tower, the sound of armoured footsteps on stairs grows fainter as you put some distance between you and the wall. The last thing you hear before words fade to incoherent noise is "The prisoner has escaped!" After you reach the copse of trees where you left your horse, you pause to adjust your gear and check what's happening back at the wall. Several soldiers are cast in an eerie flickering glow from their torches. From what you can see they are gathering a search party. A half dozen armed, and armoured men with torches, all headed into the night. You currently have a lead of about three hundred feet, and the cover of trees as your only real protection.
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Post by Grey on Feb 6, 2012 16:27:28 GMT -5
Pausing briefly just within the tree cover, Armod adjusts the sack's positioning on his back while looking back to see where the soldiers are heading. Was I distracted by with sneaking that I could have missed a prisoner break? Or could they have seen me and thought I was their prisoner? A chagrin expression over came his face as the guard has just confirmed something. There are at least two people in danger - him and their prisoner.
Waiting only long enough to see one of two things. The first, is the search party is heading in his direction? The second, conditioned on the first, is someone else the target of the search party after? Either way, I'll need to get to Didijik., Armod thought to himself.
______________________________ Rolls: awareness (13-1=) 12; hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Feb 7, 2012 4:44:27 GMT -5
When you glance back at the soldiers, you can see them holding half drawn bows, aimed in your general direction, but slightly more toward the trees to the north. Shifting your sight in that direction, you think you see a floating backpack dashing off into the tress!? Blinking, and rubbing your eyes you look again, and see nothing but the forest. Your pack now fully adjusted, and Didijik close at hand, what's your plan?
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Post by Grey on May 11, 2012 19:33:17 GMT -5
Floating packs. Pull it together, Armod!! Whoever it is must be wearing clothes that blends well with the trees. Backpacks don't float by themselves. the young man tries to reassure himself.
Quickly making his way back to Didijik to find calm, but alert. "Hey boy", warmly regards his best friend before getting to work. Collecting an oil flask and bit of cloth from the newly acquired sack, the tanner apprentice secures the sack to the saddle. Wetting the cloth with oil before plugging cloth into the end of the flask. Pulling a tindertwig from the pack, Armod climbs into the saddle. Calming the horse with a stroke of it's mane, "ready for a run?" Kicking the side and flicking the reins, "HYAH!!", Armod stirs Didijik toward the pass.
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Post by DM-Delfon on May 13, 2012 21:15:04 GMT -5
Didijik nuzzles your hand, and paws the ground sensing your mood. When you ask your mount if he's ready for a run, he rears slightly and takes a couple steps before stopping. You take that as a decisive 'yes.'
When you enter the cleared area between the trees and the fortification you can no longer see the torches of the guards that had broken away from the wall. It seems these men are well rehearsed in getting organized for travel. Looking ahead, you can see two guards men on the wall, and some amount of movement within the guard tower itself. You can also hear a shouted call of "Anybody seen my cloak? I could have sworn it was on my bunk last night!" The guards that were sleeping seem to be getting ready to replace the men on the walls and tower that left the area. With only 3-6 guards fully on duty, this is a good time to try something while the guards are distracted and not prepared.
What is your plan?
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Post by Grey on May 15, 2012 18:44:21 GMT -5
Armod steers holding the reins and tindertwig in his gloved right hand, while taking care to handle the prepared oil flask in his left handed gauntlet hooked at the wrist around the saddle horn.
The horse's galloping legs propel them faster than most human legs capable, easily crossing two thirds of the clearing between the tree clearing to the gate walls. When Didijik's brings the duo closer to the western pass, Armod makes his move by letting go of the reins, striking the tindertwig, and lighting the oil cloth.
______________________________ Rolls: surprise round?, initiative (15+2=) 17; hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on May 22, 2012 18:11:43 GMT -5
The oiled cloth ignites easily, and flares up brightly in seconds. As the light pools around you, a guardsman's voice rings out, "What's this now? A rider! A rider in the valley." You catch sight of a shadowy figure in the guard tower where the voice appears to have come from. At the call, the other guards start to turn toward you. Your turn, what are you doing now?
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Post by Grey on May 23, 2012 13:30:43 GMT -5
Heart beating faster than Didijik's hooves, horse and rider close more distance. Armod's gloved hand takes flask and pulls back preparing to throw as they pass the guard watch tower. Aiming for the base of the watch tower's ladder, but fingers slip just a bit and the fiery oil smashes off target.
With no time to do anything, the young man can only wince at the misfire hoping the fire will still be a distraction, and knowing the closed portcullis isn't an option Armod guides his mount's continued movement towards the wall stairs.
______________________________ Rolls: (9+2-4 horses double move=) 7, either ride (12+2=) 14 or handle animal (12+4=) 16 hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on May 27, 2012 14:18:29 GMT -5
Your ride has taken you to about 60ft from the base of the wall, just 20ft from the guard tower. Your throw although poor, still hits its mark - barely. The flask cracks, spilling oil across the the wooden ladder. Moments later the flaming rag drops a lick of fire across the oil, igniting the base of the ladder in smokey fire. A short wooden shaft sprouts out of the ground beside you and you realize that your time is growing shorter. The guard in the tower curses, and cranks back on his crossbow's bowstring. You also notice another crossbow crossing the wall, beginning to take aim on your fleeing back.
The two guards on the wall spin about to face your direction, one pulling back on his bowstring, and knocking a bolt. The other drawing his long sword and moving to the base of the stairs which climb from the tunnel through the pass to the top of the wall. The situation as it stands is as such: The tower has two guards that you're aware of with crossbows. Another two guards man the wall, one on top with a crossbow, and another in front of the tunnel with a long sword bared. Your action.
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Post by Grey on May 30, 2012 16:43:10 GMT -5
Noticing the disruption of air caused by the bolt that had sailed passed him now planted in the ground, Armod knows how close his life came to ending. The reins held in both hands, the young man spurs Didijik's run. Just a tenday ago his life was simpler, and oh so safer. An apprentice to the small outlying village's tanner/part-time tracker. Now Imperial Guard from the kingdom that mostly forgot the village exist wanted him dead.
Knowing the gate will take too long, and not wanting a fight, Armod aims the mount at the sword baring guard at the base of the stairs hope to force the guard jump out of the way.
______________________________
hp 8, AC 14 (touch/flatfoot 12), saves +2/+2/+1
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Post by DM-Delfon on Jun 5, 2012 19:57:38 GMT -5
You will have to attempt an Overrun to get past the guard at the base of the stairs. The overrun attempt provokes an attack of opportunity as you drive your mount into his personal space. The man slashes his blade across Didijik's chest, and your horse rears up in pain and anguish. (10 damage). Didijik needs to make a strength check with a +4 bonus for his large size, and another +4 bonus for his having four legs. If you pass DC 20 than you've succeeded at overrunning the guard.
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