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Se-vens
Crew

PostPosted: Wed Aug 05, 2009 12:16 pm


Fate has drafted a plot, and the players are on their way to meet their destiny. It begins in a vast wasteland. A hot wretched desert that despite it's inhospitable conditions sees a lot of trade traffic. And where there are traders, there are also bandits.

A few souls enter the waste seeking to defeat these bandits. Or, at least to learn more about them in hopes of banding with others to bring them down. Or maybe they just got lost. I don't know, I'm a narrator, not a prophet. All I know is that there is a monk wandering around in a desert full of bandits and various other creatures.
PostPosted: Wed Aug 05, 2009 5:00 pm


Standing on a hill, looking over the terrain the monk looked as that of a statue. Rough guess said it was a couple miles to town gates, the journey so far had been long and rough and she had finally found the edge of the desert. The road looked clear, but the town was still good distance away. With a sigh of relief for making it this far, she started down the road into town.  

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Fri Aug 07, 2009 4:08 pm


As the edge of the desert came into sight, so did a bit of a commotion. Three raiders on the backs of large red lizards. Rage Drakes, ridden by elf bandits. [roll a spot check. You know everything I just said anyway, but this might come in handy]

At any rate, the bandits were being chased, but the moment they left hard land for the desert sands, the chase was over.It may be wise to find out why the chase was halted, but at the same time it would give the bandits a strong head start. The reward for stopping bandits was common knowledge, and well worth the risk for most.
Mad Migy 9 rolled 1 20-sided dice: 17 Total: 17 (1-20)
PostPosted: Fri Aug 07, 2009 4:22 pm


*spot check*

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Fri Aug 07, 2009 10:41 pm


[Good to know. You were supposed to proceed regardless.]

The mystical hand of fate points towards following the bandits.
PostPosted: Sat Aug 08, 2009 2:46 am


[I tend to wait to see if my check yields important information before proceeding. I'd hate to take an action that proves fatal because I didn't wait to see if my check was successful.]

Seeing the chase end on the desert sand, she wandered if there were some kind of creatures the pursuers were afraid of. Heading off after the bandits, she knew she would never catch up. Being on foot had it's draw backs, nonetheless she tried to find a path that would gain her the most distance and time on them as she ran.  

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Sat Aug 08, 2009 10:06 am


[Play by post takes too long if you need to wait between rolls. That's why I said 'you know all of this, whatever you roll'. If the roll is ever important to a decision, you can backtrack. Or give both options. i.e. 'if I find a trap, I roll a 14 to disable. if I don't, I slowly push open the door and use the 14 as a spot check]

It was not hard to track the bandits. They did not seem to be bothering with hiding their trail, and seemed to have slowed down after getting out of sight. The bandits had left their mounts at the base of a sand dune, the three rage drakes were asleep in the shade.

[ Greater then 15 to beat a balance check, and greater then 17 for spot. Don't bother with spot if you fail balance, you fall down the dune in the middle of the drakes.]
Mad Migy 9 rolled 4 20-sided dice: 13, 9, 10, 1 Total: 33 (4-80)
PostPosted: Sat Aug 08, 2009 12:44 pm


Making her way down the dune as quietly as she could. She didn't want to wake the drakes, or alert the bandits.

*at failing balance, preparing to attack the drakes*

*at succeeding balance* She nimbly moves through the drakes, looking around to find the best route to get to the base without being seen.

[first roll is balance, second is spot, third is move silently, and fourth is hide to try and move through without being seen or heard. So if balance fails, I guess it doesn't matter.]

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Sat Aug 08, 2009 1:37 pm


[You were right on the borderline until you got that 1 for hiding. If Fate didn't have an appointment for you, this would have been a lot more interesting.But everyone else is ready to go. So instead, fate gives you a kabitchslap]

At the bottom of the slope you find yourself surrounded by the beasts the bandits had been riding. And in the dunes around this camp, the bandits emerge from the sand, crossbows aimed and ready. One calls out.

"If you think you can get out of this alive, you are free to try. However, I doubt you would have the strength to face two of those beasts alone, let alone three while dodging our arrows."

[Surrender, or make your move. no need for initiative]
PostPosted: Sat Aug 08, 2009 5:06 pm


[Typically a 1 on skills aren't an automatic fail. Since hide is normally an opposed roll, you would take the one plus the skill ability, and then they would make spot/search checks trying to beat it. So in theory, hide would be 11. Before taking action, I need to know the range of the bandits however to decide what it is I would like to do.]  

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Sun Aug 09, 2009 12:02 pm


[Typically. But I'm atypical. And I'm trying to get you where you need to be to introduce the rest of the cast. Plus, the bandits spot scores are rather high. At any rate the drakes are within five feet, the bandits, about 25 ft, but on higher ground, about 10 ft. A nice little alcove, that from the looks of it, was dug out deliberately.]
PostPosted: Sun Aug 09, 2009 3:39 pm


Edited for story line sake. I surrender peacefully.  

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Mon Aug 10, 2009 11:27 am


The bandits rode for six days with their captive bound and blindfolded. Shortly into the trip the sound of more riders joining them could be heard, but no one said a word. Until finally they arrived at the bandit camp. The prisoner was then tossed in with other adventurers that had failed to defeat these foes.

[Coincidentally, the specific cell is home to Hana, Baka and Ulcerous Muttonchops. And a fellow by the name of Bardy McExposition There are other prisoners in separate cells throughout the building.]
Mad Migy 9 rolled 1 20-sided dice: 17 Total: 17 (1-20)
PostPosted: Mon Aug 10, 2009 9:41 pm


[If we're not being directly supervised. escape artist check to slip from the ropes]

Mad Migy 9

Codger


Se-vens
Crew

PostPosted: Tue Aug 11, 2009 3:22 pm


[The ropes are easily discarded]
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MK: Roleplaying

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