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Post by Grey on Jun 7, 2012 11:39:43 GMT -5
The horse lets out a whine as the soldier's blade opens a line of red across it's chest. A spreading line.
Barreling ahead into the guard, the force of Didijik knock the guard off his feet and prone. Armod holds tightly as the angle of shifts as the pair head up the stairs. The small victory comes at a price with the equestrian's brutal wound.
______________________________ Rolls: Overrun (16+2+4+4=) 26 Armod : hp 8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 9/19
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Post by DM-Delfon on Jun 15, 2012 16:12:55 GMT -5
Didijik barrels into, and over the guard, before he begins to climb the stairs. A bolt whistles between you and Didijik, right where you would have been if you hadn't turned to go up the stairs. Another bolt clatters into the wall ahead of you, while a third fired from above slices across your thigh as it makes it's way to stick, quivering, into the ground below. (3 damage) You reach the top of the thirty foot long wall. To your left is a four or five foot tall crenelated wall designed to give archers cover from foes outside the wall. The ground on top of the walls is clear, and about seven feet wide. The other guardsman looks from crossbow to sword, and back before dropping the bow and drawing his blade. He stands ready about 20ft from you. The two guards in the tower are taking aim on you once again, and the man you ran over has regained his footing, and is making his way up the stairs behind you.
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Post by Grey on Jun 16, 2012 11:55:58 GMT -5
Armod pulls the reins hard to the left, digs his heels into the sides of Didijik, and yells "Hiya, hiya" to urge his mount toward and over the crenelated wall. If it wasn't so like that he was about to die, the young man might laugh how fear and desperation of losing his modest lived life has driven him to do some crazy things in the few days.
______________________________ Rolls: handle animal (15+4)= 19, jump (12+2 str+12 spd)= 26 (or 30 if +4 from run feat though doubtful) Armod : hp 5/8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 9/19
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Post by DM-Delfon on Aug 19, 2012 21:25:19 GMT -5
Didijik begins to whirl to the left, until he notices the wall - or more specifically the drop on the other side of the wall. Instead of leaping headlong off the wall he rears up, and slashes the air with his hooves. His eyes roll with fear, white showing all the way around.
You seem to hang suspended in time at that moment, able to take in everything around you in incredible detail. The night sky is mottled black, with patches of clouds blocking out some of the stars. One clear section shows a cluster of stars which give off a surprising amount of light. You notice a light breeze ruffling your hair coming in through the pass. You can smell the soldiers sweat, a mixture of Didijik's blood and your own, and the smoke from the torches on the wall. Each smell is crisp and individual as if it were the only smell in the world. You can just hear the thumping footsteps of the soldier behind you coming up the stairs over the sound of your own pounding pounding heart.
Abruptly everything begins to happen all at once. Didijik screams out a pained whinny and leaps forward to get away from the source of the pain, a sword slash across his flank (4 damage) from the soldier behind you. The two of you plunge over the wall and land heavily, but Didijik manages to avoid any lasting harm by kicking off the wall at the last moment. (4 subdual)
You hear a curse as the one guard sheaths his sword and picks up his bow. The soldier that slashed Didijik into motion shouts "By the Laughing Rogue's Endless Tankard!" in surprise when he sees you make the leap. The guards in the tower can't yet see you behind the wall, and as such are holding their fire.
What do you do now?
Roll results: Failed DC 20, handle animal (15+4)= 19 Passed, jump DC 15 (12+2 str+12 spd)= 26 (No running start because of stairs)
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Post by Grey on Sept 3, 2012 10:07:13 GMT -5
After Armod and Didijik plunge over the side of the wall, Armod's body bounces against his horse and he struggles to stay in the saddle. Little more than reaffirming which direction is the path away from the valley, he spurs his mount to make their escape. Crouching low in the saddle, and holding on to the hope that smoke from the burning archery tower obscures the bowman's vision enough.
______________________________ Rolls: ride (13+2)= 15 Armod : hp 5/8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 5/19 subdual 4, AC 13
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Post by DM-Delfon on Sept 9, 2012 18:01:21 GMT -5
Perhaps it was the smoke at the guard tower. Perhaps it was the cloak of darkness in the mountain pass. Perhaps it was Didijik's almost drunken half gallop-half trot. Whatever the reason, although several bolts clatter around you, and one streaks past your face - none hit you or Didjik. Once you get outside of arrow shot, you reduce your speed to lessen the strain on Didijik, who seems to be favouring one of is rear legs.
What is your plan now?
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Post by Grey on Sept 14, 2012 20:41:58 GMT -5
Moving at a light hustle, so as not to cause any unnecessary harm to his mount, puts horse and rider 6 miles away from the mountain pass' defense wall. Feeling his own muscles start to hurt, Armod pull back on the reins and pat Didijik's mane. "That will have to be enough distance, my friend. We can slow our pace."
Slowing to a walk, Armod's green gaze moves across the mountain trail taking in the terrain. The west wild lands. A dangerous land. Life here fight each other to live, but at least it shouldn't hunt me for unknown reasons. "Hopefully we will find a suitable place to camp, Did'. We shouldn't travel more than 18-21 miles more today, or less so I can take a look at your wounds and mine. Keep your senses alert."
______________________________ Rolls: awareness (18-1)= 17, knowledge nature (11+3)=14, survival (6+3)=9, handle animal (8+4)=12 Armod : hp 5/8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 5/19 subdual 1, AC 13
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Post by DM-Delfon on Sept 15, 2012 12:45:43 GMT -5
While you travel you keep a wary eye out for anything that might be hunting you in your weakened state, all the while looking for a place to rest for the morning. Having not found any sort of shelter, Didijik stumbles and almost tosses you out of the saddle. You don't like it, but it looks like your going to be making camp in a small clearing bordered with large trees. You wake in the afternoon, feeling well rested and healthier than you were early this morning. (add Level + Con to your HP, and loose all subdual.)
From your camp site there are several options left to you. The first, and least likely is to turn back and re-enter the pass. The second is to climb the mountains to the North or South of the pass. The third is to follow the mountains on the ground to the North or to the South. The forth is to head off into the wilds either North-West, West, or South-West. The choice is yours.
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Post by Grey on Sept 21, 2012 8:43:37 GMT -5
Waking to the new day, Armod starts to raise himself up in the bedroll he often stores under Didijik's saddle. The sudden shock of pain from wounds freshly healed over reminds the young tracker apprentice of the previous days events. What crime does the Imperial think we've committed?
This time easing himself out of bed, Armod prepares to break camp. Collecting his remaining worldly possessions onto himself and his horse. "We'll need to be ready to leave in a hurry, but for now you should stay here." Armod loosely wraps the reins around a thin branch. "That said we'll need food, so I'll go hunt for a couple hours. Than I think we should head north. What do you say?" Armod a quick survey of the small clearing and the large trees that bordered the area.
______________________________ Rolls: handle animal (6+4)=10, awareness (7-1)= 8 hr 1 - survival (14+3)=17, awareness (16-1)= 15 hr 2 - survival (9+3)=12, awareness (6-1)= 7
Armod : hp 8/8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 10/19 , AC 13 (touch 10/flatfoot 12)
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Post by DM-Delfon on Sept 21, 2012 15:22:37 GMT -5
You spend a couple hours out an about in the forest collecting a few things that you might be able to eat, mostly berries and such. You managed to forage enough food for you and Didijik during the first hour, but the second hour proves fruitless. (sorry for the bad pun ) As you return to the clearing where you left Didijik, you hear a fearful whinny. Dashing ahead you reach the edge of the clearing to see that Didijik has pulled the reins free of the branch, and is rearing and with his hooves flashing toward the other side of the clearing. Glancing around, you can't seem to see what your horse is afraid of.
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Post by Grey on Sept 21, 2012 22:02:15 GMT -5
Armod's gloved hand moves to the familiar touch of his spear harnessed to his back. Just because I don't sense anything, doesn't mean it's not there. Didijik's sense are better than mine.
Not wanting to lose Didijik on top of everything else, he starts slow running across the clearing with no encumbrance from his leather armour. There is no way Armod is out running a horse, but not willing to do nothing to stop his mount.
______________________________ Rolls: initiative (16+2)=18, handle animal (14+4)=18, awareness (4-1)= 3 Armod : hp 8/8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 10/19 , AC 13 (touch 10/flatfoot 12)
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Post by DM-Delfon on Sept 23, 2012 10:55:11 GMT -5
You cross the clearing in moments to stand between your still wounded mount and whatever danger lurks in the bushes. Now you see the bushes rustle, and the rustle is moving around the clearing staying out of sight. You catch glimmers of mottled gray-brown fur, and a flash of sunlight off of a wickedly curved talon. (K. Nature DC 11 to identify the creature.) Didijik for his part calms with your presence, and circles to keep you between himself and whatever is lurking in the bushes. You're action.
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Post by Grey on Sept 24, 2012 10:12:28 GMT -5
With wide eyes, Armod attempt to maintain control in the face of a potential threat. While keeping his eyes on the area of rustling bushes, he address Didijik in a low and calm voice, "Step away easy, boy. We don't want to provoke whatever that is." Leather tightens around wood before the sound of spear being eased out of harness. Readying his spear for the first creature that attacks either man or mount. Try as he might to recall experience or lessons, Armod cannot deduce neither name or details of this creature.
______________________________ Rolls: knowledge-nature (3+3)=6, handle animal (18+4)=22 Armod : hp 8/8 , AC 14 (touch/flatfoot 12), saves +2/+2/+1 Didijik : hp 10/19 , AC 13 (touch 10/flatfoot 12)
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Post by DM-Delfon on Sept 26, 2012 9:19:01 GMT -5
The creature continues to circle the clearing, and you and Didijik continue to pivot around to face the potential threat. It seems to want to stay hidden, even going so far as to move further into the woods near an opening in the clearing where it would be clearly seen if it simply circled. When it moved deeper into the woods you thought it was leaving, but the familiar rustle in the bushes on the other side of the coverless spot let you know that it had returned.
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