TheFred Posted November 12, 2023 Clone Share Posted November 12, 2023 There are gunshots... then Mack emerges from the trees a moment later and explains that he drove away some kobolds who had been gorging themselves on the radishes that grow here. For some reason the kobolds seemed particularly attached to the vegetables, but quickly fled when they realised that they were outgunned. OoC New characters (except Shenoah) - feel free to jump in as if you've always been here. Newt might have chosen to have left his wagon behind somewhere, most likely at Front Courage or the prospecting village. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted November 12, 2023 Clone Share Posted November 12, 2023 (edited) Jen Klazcka, Bounty Hunting Priestess Jen had one hand on the hilt of the pistol at her waist, but relaxed and let her hand fall away from it as Mack came in with his report, petting her horse Avalanche on the back of his head to soothe her steed. "All right, so remind me where we're headed next." She gave her head a rueful shake. "Got caught up in mah own thoughts." Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Edited November 12, 2023 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
hoverfrog Posted November 12, 2023 Clone Share Posted November 12, 2023 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 Buzz shakes his head to clear the cobwebs, "You were gone for ages, Mack. I was just about to come in there after you. You coulda needed a rescue from them little varmints." "Vekkel Benzen, that cantankerous old timer at the edge of town, he said to look for the bandit's hideout south of the river. Mack here reckons he can find the spot where the river bends but I reckon his mind is going too on account of his many senior years. Don't tell me you fergot this, Miss Jen?" Buzz wasn't actually very young, nor Mack very old, but the decade that separated them was enough to make it an ongoing joke between them. "I'm just after the reward myself, mebbe do a bit a good on the way, make folk's lives easier by keepin' the raiders outta town. Can't say we've had much luck so far but I reckon our luck's on the turn for the better." Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 Grit: 1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Choomie Posted November 14, 2023 Clone Share Posted November 14, 2023 (edited) "Newt" Gaspard • Cattle Rustler Newt rooted in the leather pouch fastened to his belt. With pinched fingers he selected two sun-cured tobacco leaves and a pinch of red weed gathered that morning. He set about the work, grinding the leaves to shards between calloused thumbs, adding weed by measure. As he worked, he listened: distantly the cracking blast of gunfire ruptured the forest silence. Newt paused his work and listened as the sounds wandered aimless among the larches and spruce. One might imagine that, from the treeline, a murder of crows exploded skyward in black frenzy. Soon a tight cylinder was formed, bound by a tapered strip of husk. The sharp scent of the tobacco filled his nostrils. In the aftermath there was only the dry rasp of wind and the steady dripping of pine sap. Another shot sounded remote, then hush fell once more. Quiet fell heavily, as if the trees themselves held their breath in anxious suspense. Newt struck a flame to the ridged strip of flint fixed to his belt. Cupping his hand, he drew the fire to the cigarette tip, inhaling the acrid smoke deep within. Exhaling a gray plume, he watched the tendrils writhe and fray apart, scattered on the heavy air. From the shadowed woods emerged Mack. Newt took another draw and considered the gunshots' remnants echoing the glade, as about the clearing life resumed its usual order in the vast and solid quiet. Newt stirred the embers of his cigarette in the dirt, chewing silently on a twist of smoke. Gray eyes traced wisps uncoiling into ash. "That ole timer knows more than he lets on," Newt mumbled in reply to Barton. "Sure knows how to keep folks guessin'." "C'mon now girl, let's see what Mack's got to say," He hauled himself stiffly into the gray mare's saddle. Little Lady stood quiet, her breath clouding pale in the cold air. He shifted his rifle to a slant across his lap, lay rein against her flank. Newt turned the mare's head and put her slowly forward with a whisper. She moved gently towards Mack. "We'll lose light 'fore we know it. Best we cut a path faster," Newt eyed the younger man keen as a coyote on a kill. His breath steamed in white wisps, caught in his throat as he hacked a raw, filled cough. Clearing his lungs, he spat a glob of gray onto the cold earth. A drag from his cigarette soothed the irritated passages. "Say Mack, see anythin' worth salvagin' back at that mess them no-goods left? Vittles? Or was it all tracks and trash after you tore them up?" Edited November 14, 2023 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted November 17, 2023 Clone Share Posted November 17, 2023 (edited) Mack Cartwright "Those varmints were all out of their gourd. Damn near walked into my bullets 'fore they realized they should skedaddle," Mack said. He produced a couple of the radishes the kobolds had so zealously defended, holding them in his handkerchief he presented them for Newt and the others to have a look. "All thanks to these here radishes. I know a bender when I see one. Good money could be made selling these things to the critters." Then, recalling the exchange between Buzz & Newt he added, "And thank you for pointing out to this whipper-snapper the value of age and experience. As I was just tellin' him, I know these rivers and brambles like the back of my hand. I'm sure we'll come up on that bend in the river soon enough, this way!" Whether he truly believed he knew the way or was simply full of false bravado, he sure sounded confident. He turned Lady around and expertly guided her off in the direction he thought they should go. OOC and Actions Mack Cartwright------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Reins ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 4/4 Inspiration: 0/1 Metal Cartridges: 94/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Edited November 17, 2023 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge (nature) to get info on the radishes 16 1d20+5 11 Link to comment Share on other sites More sharing options...
TheFred Posted November 18, 2023 Author Clone Share Posted November 18, 2023 Mack inspects the radishes, which seem like unusual specimens; they look similar to normal radishes, but he believes that this particular variety only grows in this region. So far as he can tell they aren't magical and are perfectly edible. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheFred Posted November 21, 2023 Author Clone Share Posted November 21, 2023 Deciding not to question Mack any further, the rest of the group follow him as he strikes out boldly - though not necessarily correctly - in a direction. Whether it's the right direction is anyone's guess, and after a little riding around in the woods the more sceptical amongst the bandit-hunters might be starting to think that it isn't. The group pass through wildflower glades and sun-dappled clearings, inhabited only by the small animals of the woodland and seemingly untouched by any human or dwarf... what they do not pass, however, is the river, which is surprising since the only way they could keep riding for so long and not eventually hit it would be if they were riding around in circles. After quite some time, however, as the group emerge from beneath the shade of the trees onto a small hillock, Mack's sharp eyes spot something - a thin wisp of smoke rising about the treeline. It seems as though someone has a camp not too far from here - and they seem to be cooking. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted November 22, 2023 Clone Share Posted November 22, 2023 (edited) Jen Klazcka, Bounty Hunting Priestess Jen carefully listened as they neared the sight of a cookfire's smoke on the horizon, seeing if trouble was near... Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Edited November 22, 2023 by Erico (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception/Listen 20 1d20+3 17 Link to comment Share on other sites More sharing options...
hoverfrog Posted November 22, 2023 Clone Share Posted November 22, 2023 Buzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5 STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other., Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.), Rapid Shot (Combat)You can make an additional ranged attack. Prerequisites: Dex 13, Point-Blank Shot. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot., Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit. Prerequisite: You have no levels in a class that has the grit class feature. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat. Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1 "Question here is, are they friend or foe?" Buzz asks the others, "Anyone here skilled at the ways of stealth and silence? I'm more've a charge in, guns blazing, kinda guy." Spells ~Cantrips~ Dancing Lights Daze Mage Hand Prestidigitation ~First Level~ Ray of Enfeeblement Ray of Enfeeblement Mage Armour Magic Missile (Toppling Spell) Arcane Pool: 5 Grit: 1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Choomie Posted November 22, 2023 Clone Share Posted November 22, 2023 (edited) "Newt" Gaspard • Cattle Rustler The campfire's consequence rose in the distance like an altar, a faint wisp against the faded land. Newt had ridden rearward, his gaze drawn to the wandering quartet of shadows belonging to his fellow travelers; it was a painting from the sky itself, and it near-matched the mellow from his cigarette. Age had molded his spine, once ramrod, bent into a saddle's curve. Weathered, sweat-marked with dust, all testimony to his mileage. A short cough, then a laugh-grunt at Buzz's words before more smoke billowed from his mouth. His look was fixed on the man, his eyes appraising him, weighting him. The question hung in the still air and stirred there over the heads of the mismatched vigilantes perched atop a hillock. "Easy now," he said. His mind drifted to the craftier days of yesteryear. "You don't get to my age with unabashedness. Maybe you've gotten far with bashing pots and pans, but in my day, we done moved herds through smooth country like the tide of progress. Circumspection—I'm talking about some of that ode-fashioned skulduggery, my boy. I reckon we'll do O-K, just promise me we'll ease up on the mustard this go around." He paused to quickly calculate something resembling cunning, "I say we venture down a little further, and see how much longer until soup's on. Y'know, see about their measure and meaning afore they even know we were there. If fortune favors us, maybe we can snatch a bowl of what's-cooking and skip the radishes this time. No offense, Mack." Edited November 22, 2023 by Choomie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted November 28, 2023 Clone Share Posted November 28, 2023 (edited) Mack Cartwright Mack not only took no offense, he responded with a large grin, "Newt, you are a man after my own heart. Of all my riding partners, your loquacious elocution is the only one to keep up with me." He removed his hat and used his red handkerchief to wipe the sweat on his brow and said, "I do believe a bit of circumspection is warranted." He did his best to emulate Newt's pronunciation of the word with a chuckle. "Let's ride a bit further and then leave the horses with the tyke so he can bang his pans." Keeping the direction of the smoke in mind, he led the group back inside the treeline so as not to be noticed riding across the clearing. Once they came as close to the camp as he dared, he dismounted Lady and handed the reins to Buzz. "See, I knew I'd find my way. We may have gotten the drop on the bandits already," he said and moved as near silently in the direction of the 'bandits'. OOC and Actions Mack Cartwright------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Nothing Stealth (1 rank, +4 DEX, +3 class) ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 4/4 Inspiration: 0/1 Metal Cartridges: 94/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Edited November 28, 2023 by OzzyKP (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 28 1d20+8 20 Link to comment Share on other sites More sharing options...
TheFred Posted December 2, 2023 Author Clone Share Posted December 2, 2023 Agreeing on discretion over zeal, the group head on through the woods, towards the smoke. You soon lose sight of it over the trees, but know it must be near... but before coming upon the camp you hear the sound of running water nearby. It seems that you have reached the northward bank of the river, and are separated from the water by only a screen of trees and a short, but steep, downward slope. Cautiously, Mack dismounts and continues towards where he remembered the camp to be on foot - making remarkably little noise. It doesn't take long before, peeking through some bushes, he sees movement ahead. Down below, and still some distance away, is a makeshift camp, with a large fire in the middle. He sees a man crouching over a pot, clearly cooking something or other, and another sat nearby sharpening a knife. There are several tents pitched, however, suggesting that this there are more than the two of them in the party, and the amount of clutter about suggests that at least some of them have been here for a little while at least. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
OzzyKP Posted December 8, 2023 Clone Share Posted December 8, 2023 Mack Cartwright "Found them!" Mack thinks. He wished Buzz were with him so he could give him an "I told you so" look after his younger partner's doubts about Mack's great sense of direction. Instead he looks to his fellow skulkers and points toward the camp, silently telling them to move forward. He hoped to get close enough to hear their conversation. OOC and Actions Mack Cartwright------------------------- HP: 18 (22 base, -7 ettercap, +3 sleep) - 2 DEX dmg AC: 18 (10 base, +4 DEX, +5 armor, -1 DEX dmg) Lady (Mack's horse) HP: 13 (15 base, -6 spider, +2 sleep, +2 treat wounds) Hands: Nothing ===== Actions ===== Stealth (1 rank, +4 DEX, +3 class, -1 DEX dmg) Perception (3 ranks, +2 WIS, +3 class) Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Grit/Luck/Panache: 4/4 Martial Flexibility: 4/4 Inspiration: 0/1 Metal Cartridges: 94/100 Silver Cartridges: 20/20 Healer's Kit: 14/20 Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 12 1d20+7 5 Perception 12 1d20+8 4 Link to comment Share on other sites More sharing options...
TheFred Posted December 10, 2023 Author Clone Share Posted December 10, 2023 Unfortunately, whilst Mack's ridge gives him an excellent vantage point of the camp below, he's too far away to hear any conversation - at least, not any distinguishable words. As he watches, another figure comes into view - this one more familiar. It's one of the men from the saloon at Front Courage, the one called Happs who seemed to be the boss. He speaks with the man stirring the fire, growing more animated as though cross about something. The cook gestures in the direction of the river, but keeps on tending to his pot. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Erico Posted December 10, 2023 Clone Share Posted December 10, 2023 Jen Klazcka, Bounty Hunting Priestess Hunkered low to the ground, with her hat even pulled back to deny its distinctive silhouette to anyone who might look in her direction, Jen noted the discussion before looking to the others. With a small nod of her head to the side down towards everyone else, she asked a question that needed no words. What's the play here? Quick Statblock HP: 22/22 AC: 17 Touch AC: 13 Current Active Effects: None Shotgun: 100 rounds Pistol: 100 rounds Statblock [URL=http://www.myth-weavers.com/sheet.html#id=2837929][B][SIZE=+1]Jennifer Klazcka[/SIZE][/B][/URL] Female Neutral Human Cleric, [B]Level[/B] 3, [B]Init[/B] 1, [B]HP[/B] 22/22, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]CMD[/b] 13, [B]Fort[/B] 5, [B]Ref[/B] 2, [B]Will[/B] 6, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B]Misfire 1-2 Masterwork Shotgun (530 gp) (100 Rounds) [/B] +4 (1d8, x2) [B]Misfire 1, 6 shots before reload Revolver (400 gp) (100 Rounds) [/B] +3 (1d8, x4) [B] Dagger [/B] +2 (1d4, x2) [B] Chain Shirt[/B] (+4 Armor, +1 Dex, +1 Misc) [B]Abilities[/B] Str 10, Dex 12, Con 14, Int 14, Wis 17, Cha 12 [B]Condition[/B] None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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