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  #1  
Old Nov 2nd, 2005, 11:53 PM
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Boman in Bastion


Boman Thistleway of Heritone


Silt Syrenol, 16yrs, Rog4 (6,242XP)
Hit Dice: 4d6+0 (15hps)
Initiative: +7
Speed: 30'
AC: 16 (studded leather)
Base Attack/Grapple: +3/+4
Attack: MW composite shortbow: +8 (1d6), x3, 70'; mw shortsword: +5 (1d6+1), 19-20/x2; mw dagger: +5 (1d4+1), 19-20/x2, 10'
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 12, Dex 16, Con 11, Int 15, Wis 12, Cha 15
Skills: Appraise +4, Balance +8, Bluff +4, Climb +4, Diplomacy +3, Disable Device +4, Disguise +3, Escape Artist +4, Gather Information +3, Hide +9, Intimidate +3, Jump +5, Knowledge (local) +6, Listen +5, Move Silently +9, Open Lock +3, Search +4, Sense Motive +4, Sleight of Hand +6, Spot +6, Swim +2, Tumble +9, Use Rope +4
Feats: Quick Draw, Improved Initiative, Improved Feint
Special: Sneak Attack (+2d6), Trap Sense (+1), Trapfinding, Evasion, Uncanny Dodge
Other gear: 20 MW arrows, 2 MW daggers, various poisons (x8)


Bastion Marine Statistics
Private Type I
HD: 4d10+8 (30hps)
Init: +3
Speed: 30'
AC: 18 (chainshirt, buckler)
Attack: Shortbow: +8 (1d6+2), /x3, 80'; Shortsword: +7 (1d6+1), 19-20/x2
Saves: Fort: +6, Ref: +4, Will: +1
Abilities: STR:12, DEX:16, CON:14, WIS:10, INT:10, CHA:10,
Skills: Climb +5, Handle Animal +2, Intimidate +2, Jump +5, Listen +2, Ride +5, Spot +2 and Swim +3
Feats: Wpn. Foc. (shrtbw), Wpn. Finesse, Quick Draw, Point Blank Shot, Precise Shot, Wpn. Spec. (shrtbw)
Gear: 40 Arrows, Hooded Lantern, 4 pints Oil

Private Type II
HD: 4d10+8 (30hps)
Init: +1
Speed: 30'
AC: 18 (chainshirt, lg wooden shield)
Attack: Longsword: +8 (1d8+5), 19-20/x2; Lt. Crossbow: +5 (1d8), 19-20/x2, 80'
Saves: Fort: +6, Ref: +2, Will: +1
Abilities: STR:16, DEX:12, CON:14, WIS:10, INT:10, CHA:10,
Skills: Climb +7, Handle Animal +2, Intimidate +2, Jump +7, Listen +2, Ride +3, Spot +2 and Swim +5
Feats: Wpn. Foc. (lngswrd), Quick Draw, Power Attack, Expertise, Rapid Reload, Wpn. Spec. (lngswrd)
Gear: 40 Bolts, Hooded Lantern, 4 pints Oil

Private Type III
HD: 4d10+8 (30hps)
Init: +1
Speed: 30'
AC: 18 (chainshirt, lg wooden shield)
Attack: Longsword: +8 (1d8+5), 19-20/x2; Longbow: +7 (1d8), x3, 100'
Saves: Fort: +6, Ref: +4, Will: +1
Abilities: STR:16, DEX:16, CON:14, WIS:10, INT:10, CHA:10,
Skills: Climb +7, Handle Animal +2, Intimidate +2, Jump +7, Listen +2, Ride +5, Spot +2 and Swim +5
Feats: Wpn. Foc. (lngswrd), Quick Draw, Power Attack, Expertise, Cleave, Wpn. Spec. (lngswrd)
Gear: 40 Arrows, Hooded Lantern, 4 pints Oil

Private Type IV
HD: 4d10+8 (30hps)
Init: +1
Speed: 30'
AC: 18 (chainshirt, buckler)
Attack: Longsword: +7 (1d8+3), 19-20/x2; Longbow: +8 [+6/+6] (1d8+2), x3, 100'
Saves: Fort: +6, Ref: +4, Will: +1
Abilities: STR:16, DEX:16, CON:14, WIS:10, INT:10, CHA:10,
Skills: Climb +7, Handle Animal +2, Intimidate +2, Jump +7, Listen +2, Ride +5, Spot +2 and Swim +5
Feats: Wpn. Foc. (lngbow), Quick Draw, Point Blank Shot, Precise Shot, Rapid Shot, Wpn. Spec. (lngbow)
Gear: 40 Arrows, Bull's Eye Lantern, 4 pints Oil

Private Type V
HD: 4d10+8 (30hps)
Init: +1
Speed: 30'
AC: 18 (chainshirt, buckler)
Attack: Longsword: +7 (1d8+3), 19-20/x2; Lt Crossbow: +8 (1d8+2), 19-20/x2, 80'
Saves: Fort: +6, Ref: +4, Will: +1
Abilities: STR:16, DEX:16, CON:14, WIS:10, INT:10, CHA:10,
Skills: Climb +7, Handle Animal +2, Intimidate +2, Jump +7, Listen +2, Ride +5, Spot +2 and Swim +5
Feats: Wpn. Foc. (xbow), Quick Draw, Point Blank Shot, Precise Shot, Rapid Reload, Wpn. Spec. (lngbow)
Gear: 40 Bolts, Bull's Eye Lantern, 4 pints Oil

Private Type VI
HD: 4d10+8 (30hps)
Init: +1
Speed: 30'
AC: 20 (chainshirt, lg wooden shield)
Attack: Longsword: +8 (1d8+5), 19-20/x2; Lt Crossbow: +7 (1d8), 19-20/x2, 80'
Saves: Fort: +6, Ref: +4, Will: +1
Abilities: STR:16, DEX:16, CON:14, WIS:10, INT:10, CHA:10,
Skills: Climb +7, Handle Animal +2, Intimidate +2, Jump +7, Listen +2, Ride +5, Spot +2 and Swim +5
Feats: Wpn. Foc. (lngswrd), Quick Draw, Power Attack, Expertise, Cleave, Wpn. Spec. (lngswrd)
Gear: 40 Bolts, 1 Sunrod, Hooded Lantern, 4 pints Oil
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Last edited by Corwyn; Nov 16th, 2005 at 08:22 PM.
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Old Nov 3rd, 2005, 12:03 AM
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Welcome to Bastion City, the navy needs you...
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Last edited by Corwyn; Nov 3rd, 2005 at 12:04 AM.
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Old Nov 5th, 2005, 09:41 PM
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Boman and Silt travelled together for a long time, the weeks and months stretching into years along the hard trails from Heritone to Bastion, avoiding Draminton City because of Boman's determined single-mindedness. Silt made excellent companionship for the archer, on the long roads. The rogue being mostly close-mouthed and quiet. Silt shows little emotion, though at times his greed is palpably noticable. Still, whenever a challenge, large or small, comes across Boman's path, the archer faces it head-on while Silt consistantly sneaks around behind it and attacks.
By the time they reach Bastion, the two are quite comfortable with each other and need not discuss any tactics, trading one or two words at most or simply a glance. They have little else to talk about then fighting, and since they need not discuss that either, they say nothing to one another though they grow used to each others companionship. Once inside the major port city, Silt is immediately tempted by dozens of oppurtunities, but Boman is interested in just one. There are signs all around, asking for brave men to join the Bastion Navy, though it is doubtfull that many new recruits are joining. Rumours of heavy loses in the navy, to some very well equipped pirates is keeping many townsfolk on edge. The most recent story tells of how a single pirate ship sailed right into the main port and began to load her hull with cargo, fighting off three of Bastion's most powerful military frigates as well as land troops, before sailing away with its cargo.
The city council, goverened mainly by merchant guildsman, are desperate. There is a rumour that they plan to hire the aid of the Red Temple Army, despite the drawbacks. The Blue Temple, while present in the city, and active against the pirates will not allocate a large force to defend Bastion, without a serious donation. The Red Temple is much cheaper.
With a glance, Silt and Boman part ways, one to seek his fortune, the other his demise.

**You have free actions in Bastion. It is a major city and almost anything you can imagine can be found here, if you roll a high enough check. You can always find Silt, if he is in the city, when you need him, though it might take longer if he is 'working'.**
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Old Nov 6th, 2005, 02:32 AM
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Boman through his travels has perfected the spiral shot that he had been practicing when facing those strange creatres of his homeland.

Along the way, he had been making many arrows, and occasionally oferred to carry some of the things that Silt had "found", always returning it when Silt has asked for it. Over these travels, Silt soon learned that Boman had little need for wealth, other than to make finer arrows, better armor, and make his bow mightier. At times, Boman felt that Silt may have seen the stronger man as a bit of a pack mule. And while this may have bothered many men, Boman did not care at all. In truth, at times, he likely secretly had hoped some of the owners might have returned, looking for their things. Still, nobody ever came. boman knew that Silt was indeed good at what he did. As for the man's greed, Boman cared not either way.

Along the way vengance (formerly known as The Allison Bow) seemed to grow in strength. Visiting a small town, he was told by a wiseman that it was Boman's dedication that has caused the Bow itself to grow as if it were magic. Perhaps it is. His arrows now seem to fly as far as they needed in order to find their targets.

Most of the way and whatever gold he would find came perfecting his shot and his arrows.

Upon his hearing of the navy, he made the shredding-sails. Silt looked at these new arrows strangely, but said nothing. By now, he was used to Boman's strangeness.

Other than his arrows, Boman learned that the blade he had found was crafted by one of the old masters, and it has prooved useful and mighty.

Though Bastion is a big city, as soon as Boman had a full meal (on his rations), he seeks out the Navy. Though he understands why few volunteer, boman can imagine doing nothing else. If given the opportunity, he will show the soldier what Boman can do with one of his custom arrows.
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Old Nov 7th, 2005, 09:26 PM
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Not being one for procrastination, Boman heads directly to the nearest recruiting station and finds himself instantly accepted into the Bastion Armed Forces. After nought but a few minutes on the archery range, Boman is promoted to Private First Class and assigned to a new branch of the military. Bastion has recently been experimenting with a special class of soldier known as shock troops. They are responsible for both land and aquatic assaults. These soldiers almost never deal with defense. The military pays their shock troops one gold per day, every day and considers the soldiers on duty twenty-four hours a day. Shock troops have their own barracks in a compound near the piers. If one of the soldiers wants to depart the compound on personal business, a leave must be granted.
After just a couple of weeks of regular drilling, Boman, who always scores well in the military games, is elected squad leader and it falls upon him to plan the attack against the Bastion Regulars who are drilling just off shore.
Boman's Staff Sergeant, Srg. Vaughn has provided the young archer with only a little information. He is aware that the target is a fleet of small, single masted Bastion Navy ships, and there are no less than four and no more than eight vessels. He has no idea how many soldiers might be involved in the drill. He also knows that the regulars are not expecting outside attacks on their drill. The nature of the regulars' drill is also not revealed, only that it will take place at night. Boman has a squad of twelve men. He cannot allocate anymore than the standard equipment for his troops and he has from sunset to sunup to capture the target ships or render them inoperable and call for backup.

**Any questions?**
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Old Nov 13th, 2005, 02:39 AM
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What sort of men does Boman have at his disposal, and what is the lay of the land?

Boman, who is not the best at planning manuevers, still attempts to be succesfull at this.

Since limited supplies can be given, Boman assures that each man has a ranged weapon, at least 20, better 40, pieces of ammunition, a melee weapon, and light armor. While he is not especially quiet, he is not especially noisy either.

Since ships will be involved, and since the group is small, he orders no seige weaponry, but he does order climbers kits. At least 2, b for the group, though 1 per man would be perferrable.

Boman insists that the groups ahas 6 lanterns, two of bullseye, and 4 of hooded. If any sunrods are available, then he takes them for the assulat as well.

From there he tries to get an idea of what each man can do. In a weird sort of way, he misses Silt.
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Old Nov 16th, 2005, 08:22 PM
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**See post # 1 for your squad's stats. There are two of each 'Type'**
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Old Nov 27th, 2005, 02:35 AM
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Since none of his men are especialy skilled at being a point man , Boman Sets up the group do be in a more U attack and sneaking pattern.

Example Troop PatternDrop this text at http://www.irony.com/java/mmee
*BEGIN 0 0 rs 0
*s 5 2h 2w rs 0 *s 5 35 2y rs 0 *s 5 7r 2z rs 0 *s 5 8i 2w rs 0 *s
@5 3o 4a rs 0 *s 5 4d 4b rs 0 *s 5 72 4c rs 0 *s 5 7p 4a rs 0 *s
@5 4e 5m rs 0 *s 5 51 5m rs 0 *s 5 6b 5n rs 0 *s 5 6z 5k rs 0 *s
@0 5o 4b rs 0 *s -3 5b 3o rs 0 Boman *s -3 do 69 rs 0
*END fkrzf6


Since the training will be at night, Boman insists that the best way to surprise these men are when the least amount are active. This will be in the first few hours of sunset, when they are first preparing. Boman has his men move as soon as he is allowed. If his troops cannot move before dusk, then they wait to dusk, otherwise, they move in as quickly, and quietly as possible, keep thhis relative U shaped attack force.

If boman comes accross a scout, how does he disable the scout? Surely, this is games, so there must be some method. Boman killing all the scouts he comes across would be effective, but not really wanted, he is sure.
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Old Nov 27th, 2005, 07:21 PM
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**Everyone is equipped with blunt arrows that are tipped with bursting red paint bags. If someone is killed, they are suppossed to pretend they had died. Part of the grade is based on adherance to the rules.**

Boman leads his men off the base and away from the lighted area of the military docks. Circling around to the north and then back west to the coast, Boman approaches the site of the target's drilling exercise. There are three small ships moored to a single dock. Hiding among the shadows, Boman can count 10 seamen arranged around the area. The sentry tower, just north of the wharf, along the coast, has a light on at its roof and there are two soldiers near the base, both looking out to sea. The other men all seem to be loading small crates onto the three ships. One of the ships is already loaded and it seems that it is putting out to sea.

**From where do you want to approach? If you want to get your men within 60' of a soldier, the tower or the wharf, I will need Move Silently checks and Hide checks. You can always make just one check, for all the men, using one of their stats. Boman has to make his own checks...**

 
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Old Nov 27th, 2005, 11:19 PM
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Question regarding the rules Is this one shot one kill? (IE you are hit once, and you are supposed to act as dead?)

Also part of Boman's normal arsenal are his new chain arrows, designed to slice sails (as we discussed). Does he still have those to disable the ships, or not?

(for the exercise, i mean)
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Old Nov 27th, 2005, 11:28 PM
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**No one tried to take away any of your gear, they simply made the practice weapons and ammunitions available. And, it is up to the individual to determine what would kill him. Like in paintball, the legs and arms don't count or whatever...To make it simpler, you have one half HPs. When enough 'damage' is done to you to bring you to one half, you are 'dead'.**
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Old Nov 29th, 2005, 11:17 PM
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ooc
I dont know why but the map isnt working for me today... so im trying to gather based on your description. If I have something wrong, I apologize.


Boman orders 4 men to take the solders and the tower. The rest head for the Boats. Boman follows last, to aid those attacking the tower if neccesarry, though he prefers to attack with the main group. So he will be somewhat inbetween the two forces

Boman considers launching one of his sail cutters but before that is neccesarry, he tries to get in place.

Divinding my hide move silently's into three groups:
the 4 for the tower, the other 8, boman.

Tower:

Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d20: 6, 14Total = 20
(+3 on each)

Main attack Force
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d20: 1, 14Total = 15
(+3 on each)

Boman
Hide:
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+6: (7) + 6 Total = 13

Move Silently:
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+6: (10) + 6 Total = 16
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Old Nov 30th, 2005, 12:57 AM
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If they are spotted, Boman orders his men to get as low as possible, and continue their objectives.

The Crossbow men are especially ordered to fire low, as they can, and stay hidden.

Upon Boman's turn, if he is not within 60 feet of the wharf, he will attack the soldiers. If he is within 60 feet, he will attack with shredder arrows on the already sea worthy vessel.

How far are the soldier's and the wharf? im trying to get a visualization. (If its too far i dont want to seperate my men too much... m assuming they are within 80 feet of each other...)
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Old Dec 29th, 2005, 02:51 PM
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Before Boman and the main force can get into position, there is a sudden cry of alarm, followed immediately by the unmistakable sound of bowstrings snapping and arrows flying. The men on the boats redouble their efforts and Boman struggles to get a little closer to the escaping vessels. Some of the men on the docks arm themselves and begin moving towards the attacking force. There is one man on the wharf, and one atop the tower, who seem to be officers or squad leaders, calling orders to the others. A heated battle begins, the air thick with projectiles as the oppossing forces move towards each other at two seperate points.

**Your action. You may shout orders to your troops or try to direct them, otherwise they will do their best to follow your instructions...**

Drop this text at http://www.irony.com/java/mmee
*BEGIN 0 0 rs 0
*s -1 o 6s rs 0 9zabk -o -44 o -44 o 6s *s -1 7g 5s rs 0 1edc
@-64 3c -44 4w -38 5c -1w 5k -c 5k 1o 5s 3g 5c 58 4g 64 34 70 20
@78 o 70 -o 6s -1s 70 -2o 78 -3c 7g -3s *s -1 74 4o rs 0 9zl6o
@-5s 3k -40 40 -w 4o g 4g 34 3s 4w 2w 6g 14 6w 0 74 -g *s -1 22
@2x r5 -ep 9zabk 3 -17 3 t r 25 1f t 1f -17 17 -1f b -1f 3 -17 *s
@-1 1d 3t rc -1d 9zabk a l 16 l 1e t 1e 31 q 3x 2 31 2 t a l *s
@-1 5 9 qd gf 9zabk -m r a r q j q -d i -l -m -l *s h du cg 3mk 0
@*s 0 bp cv rs 0 *s 0 bp bo rs 0 *s 0 2m 6c rs 0 *s 0 j c rs 0 *s
@0 1u 5o rs 0 *s 0 2f 2d rs 0 *s 0 34 2x rs 0 *s 0 8 l rs 0 *s 0
@1w 4z rs 0 *s 0 2i 1n rs 0 *s -1 6c 20 rs 0 9y6tc 4c 1c 6c 1c 5o
@20 6c 1c 5o o *s -1 54 1w rs 0 9y6tc 4o 1w 4o 10 54 1w 54 10 *s
@2 y az rs 0 *s 2 1o ab rs 0 *s 2 2c ac rs 0 *s 2 f bs rs 0 *s 2
@1s bp rs 0 *s 2 9 ac rs 0 *s 2 y cb rs 0 *s 2 13 9p rs 0 *s 2 7m
@cx rs 0 *s 2 8b cc rs 0 *s 2 8c dk rs 0 *s 2 92 dj rs 0 *s 2 3o
@cy rs 0 *s 0 e 5i rs 0 *s 0 11 52 rs 0 *s 0 h 4w rs 0 *s 0 f 4c
@rs 0 *s 0 x 49 rs 0 *s 0 h 30 rs 0 *s 0 z 6d rs 0 *s 0 cg az rs
@0 *s 0 ef au rs 0 *s 0 d0 cl rs 0 *s 0 db cx rs 0 *s 0 ce dh rs
@0 *s -3 3z d3 rs 0 Boman
*END -wvrr74
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Old Dec 30th, 2005, 04:28 PM
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Boman knows he is not a leader himself, so his words are quick.

"Aim for the leaders, I shall slow down the boats! Protect yourselves!"

The chaos may serve him well. He steps forward, and lets ready two of his best "chains". Fr a moment he considers both boats, but he must consider only the one closest to leaving first. He lets both of his arrows fly, to stop the vessel where it is.

Dice * Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d20: 18, 20Total = 38
(+8 on each based on distance, he is aiming for the sail. The arrows ignore any "hardness" of the sails)

PD, Arrow 1:

Dice * Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d8+8: (7, 7) + 8 Total = 22
d6: 6


PD: Arrow 2:

Dice * Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d8+8: (8, 6) + 8 Total = 22
d6: 4


edit
Crit Check and PD for Arrow 2
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+8: (16) + 8 Total = 24

Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d8+8: (3, 2) + 8 Total = 13


Obviously, inamimate objects normally cant be critted, i dont know if its appropriate or not, but based on these arrows, thought it might be. Up to dm to decide)
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Bonds of War: Main Game Campaign Information Application Thread

A Pirates Life: Main Game

Last edited by Mirtos; Dec 30th, 2005 at 04:40 PM.
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