A storm over Tethyr (Inactive)

Game Master JohnLocke


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Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin rises, packs his gear, and notes the morning's entry in his logbook. "Keep an eye open for wolves. They don't just lose their appetite by howling all night."


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Upon arising for his watch, Ariael mediates, preparing his spells for the day Same as the prior day. He then attempts to hunt them down some food, perhaps a deer, or the like 1d20 + 7 ⇒ (9) + 7 = 16 Survival


@ Ariael - If you've not cast any spells, then they're all still retained in your noggin, ready to go. Just mentioning it as your character may have preferred to sleep in a bit :-)

Also, no large game in this area that you can determine. You did bag two rabbits however!


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

As the others awaken, they are greeted by the smell of rabbit roasting over the fire.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar rises and checks his snares from the previous night, perhaps they will have a good meal tonight.

Catch anything? I made the check a while back

Elvish:
[b] Well hunted Sir Lafali.
Hezar says approvingly.

Once the party begins to travel again Hezar watches the path for bandits and now wolves.

Perception1d20 + 6 ⇒ (10) + 6 = 16 Add 2 if they are humans

He travels as he did the day prior, bow at the ready in front.


Survival 1d20 + 6 ⇒ (2) + 6 = 8 Unfortunately, Hezar, your snares come up empty. Such is the way of the wild; Silvanus may smile another time.

Will detail your second day of travel tomorrow morning!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Can't complain about roasted rabbit; between the lot of us, food shouldn't be an issue, it seems. And here you were all worried about extra rations."


Female Ifrit Scorcerer 1

Elur watches her horse warily as the group prepares for the days journey. Eventually she walks up and gets on, moving about to find a comfortable seat.


About an hour after sunrise you are back on the road and heading east again.

Perception check DC20:
Though no-one bothered to investigate, the road looks quite smooth and undisturbed despite the obvious sound of many riders last night - in fact, there is nothing to suggest any such large group passed east here at all! Curious....

After about three hours your journey takes you north of the town of Marakir, and you find yourselves surrounded by farmland on both sides of the road. Traffic increases significantly as well, mainly farmers and traders, but some local patrols as well.

After midday, you find that the farms have thinned out and the road very much feels like a trek through the wilderness. At about 3pm, another group approaches on the road, heading west. It appears to be a group of four on horse, and one on foot.

As they get closer, it is obvious the man on foot is a prisoner - his hands bound in front of him and a lead secured to one of the riders' saddles. His rough appearance is made worse by obvious signs of ill-treatment. The four riders appear well-equipped; they remain silent as you get closer, showing no sign of yielding the road to the larger group.


Female Sun Elf Rogue 4

Perception Check: 1d20 + 6 ⇒ (18) + 6 = 24

How very weird. Those riders must have been riding off the road, or something. Huh.

Making a note about the curious noises heard last night, Janiries would continue on her way, unable to do much about it now, especially with the current job being so important. Along the road, she'd try and purchase the occasional bit of fruit from local vendors, mostly to snack on and feed to her horse.

--------------------------

When the other group appears and looks unwilling to yield the road, Janiries would approach them and address them.

"Greetings travellers. Mind letting us pass?"


Female Ifrit Scorcerer 1

With a -1 Perception modifier, I'm not even going to try.

Elur rode along, riding alongside Hezar. She had a word of greeting for most everyone they passed, and spent long hours filling in the silence of the rest of the group.

When they came upon the four riders, Elur simply nodded at Janiries comment, showing her best smile. We would much appreciate it, Elur added.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

perception: 1d20 + 6 ⇒ (16) + 6 = 22

Watching the group before us warily, Landon will move up slightly to get a better view of their hands and giving them a good look at his tabard. In a tone that will lets them know how serious he is,
"Who are you? And who is this that you," he pauses for effect, "Tend to."

If the presence of a knight of Helm isn't enough by itselfIntimidate: 1d20 + 7 ⇒ (10) + 7 = 17


@ Landon:
The group is three males and one female, all lightly armored in leather but quite well-armed - bows, swords. You'd guess they were bounty hunters - they certainly aren't regular soldiers. Two of them carry whips and extra manacles.

The prisoner is a human male, early thirties, the look of the wild about him. He looks lean and feral, covered in mud. His shirt has been ripped away and his upper body shows scores of bruises and many welts and cuts, obviously from one or more floggings. He looks like he is on his last legs.

One of the riders approaches a little closer and nods his head in respect to Landon. Begging your pardon, sir. We've with us a vicious criminal, a follower of Malar that's been preyin' on people and livestock alike for a month now afore we caught 'im. The man smiles - an unpleasant, oily smile - and continues:There was a bounty out of Marakir for this one's capture, signed by the mayor himself. 500 gold! Only if we brought 'im back alive, of course. Faces Hoars justice, he does - fifty lashes for each of his six victims, then hangin' at the end of a rope.

The prisoner seems to get a burst of energy at this. I'm not who they say I am! I'm not guilty! I'm.... before he can finish his words, he gets a boot to the face from one of the other riders, sending him prone into the dirt.

They all say that, doesn't they? The bounty hunter smiles again, this time with even less warmth behind it.


Female Sun Elf Rogue 4

"Malarites a problem around here, are they? Or just this one?"

Janiries would take the opportunity of the pause in the riding to take a bite out of some of her trail rations, before continuing.

"Say, you folks been anywhere near Tilver's Folly these pass few days? If so, how are the roads around there?"


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

perception check1d20 + 2 ⇒ (13) + 2 = 15

Belgrin scratches his beard a bit at the exchange.

"Hope ye boys are keen on proving that man's who ye say. Last I checked, bringing in the wrong bounty tends to make it tough to get paid. And speakin o' Tilver's Folly, ye didn't happen to pick him up anywhere near there, did ye?"


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Perception 1d20 + 6 ⇒ (5) + 6 = 11

Hezar spends most of the day answering all of Elurs questions as best he can.

Sense Motive for men1d20 + 3 ⇒ (10) + 3 = 13
Sense Motive for prisoner 1d20 + 3 ⇒ (12) + 3 = 15

Terrible Rolls lately

Response pending if I think they are being truthful or not


Female Ifrit Scorcerer 1

Sense Motive Men: 1d20 - 1 ⇒ (17) - 1 = 16
Sense Motive Prisoner: 1d20 - 1 ⇒ (2) - 1 = 1

Hezar wrote:
Terrible Rolls lately

That's okay. After my roll, I'll believe anything the prisoner said. . .


The bounty hunter recoils upon hearing of Tilver's Folly. Nay, miss, that village is a fell place, haunted it is! Not a living tree there is for ten miles around that place, nor do animals go there any longer. We caught this one up in the spire's foothills; he thought to hide in the caves there.

The prisoner shows signs of mistreatment, including many bruises and cuts and welts from whippings. He hasn't stirred from the dirt since the kick.

We've no doubt of his identity, master dwarf. Foul magics he directed at us, and he fought with Malar's claws like a beast. Will ye all let us past? We're eager to get this one off our hands.

@ sense motive checks: It's hard to tell who's lying; the leader seems almost inscrutable, while the other three shuffle uncomfortably and avoid looking any of you in the eyes.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Elvish:
Someone is not on the up and up here. Not sure who.

That is up to our representatives of Helm. They lead this excursion.

I do not trust those three.


Female Sun Elf Rogue 4

Sense Motive Check: 1d20 + 4 ⇒ (9) + 4 = 13

"You might want to check that your prisoner's still breathing. Maybe our cleric here can patch him up enough to keep him alive till you can get your bounty"


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

sense motive: 1d20 + 7 ⇒ (20) + 7 = 27 Who needs the detect lies class feature when you roll like this
Attempting to dissect the conversation for falsehoods and deception.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Ari stands there, watching them intently, hand on his rapier. 1d20 + 5 ⇒ (11) + 5 = 16 Perception


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Aye, he's gotten rather still, hasn't he? Might want to check him; sentence won't mean much if he's not alive to feel the lashes, will it? Belgrin turns on his horse. "How 'bout it, Cleric? Got a spell or two to keep him from dying before his trial?


@ Landon:
He seems to be telling the truth about travelling near Tilver's Folly, but the rest - including his certainty as to the prisoner's identity - is a deliberate falsehood.

@ Ariael:
At least two of the hooded figures in the back have hand crossbows hidden under their cloaks!

The leader looks back at one of his confederates. Check on him, Anders! Don't want him dyin' just yet - he's got a few long nights ahead of him before he can shuffle off to Myrkul's cold embrace! He laughs to himself, obviously pleased with what he thinks was a clever turn of phrase.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Deception and lies roll off of your tongue but do not fool me. You will turn this man over to me or face the wrath of Helm!" Landon will draw his sword and shield.


I've opened a combat map HERE just in case things turn to violence, as they are wont to do in a game of Pathfinder.

I've modified the permissions on the map so you can place yourselves - to do so, choose your grid location and right click, selecting "insert note" to type your name. then, select the dropdown arrow next to text background color from the toolbar at the top and choose your color. As you are the good guys, I usually prefer the deep blue on the second row from the top, but let your own aesthetic sense guide you :-)


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Stepping up to behind and just off to the right Landon, Ariael says quietly "Crossbowmen in the back." He also calls to mind a spell to protect him, should things get out of hand Readying an action to cast Shield if things turn hostile


Female Sun Elf Rogue 4

Great. Just great. Getting into a fight now..

With Landon drawing his sword and shield, Janiries would dismount and draw her rapier.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Fast Dismount: Ride1d20 + 8 ⇒ (11) + 8 = 19

Perception to hear Ariael1d20 + 6 ⇒ (15) + 6 = 21

Elvish:
I have him Sir Lafali

Hezar moves a bit off to the side of the road where he can potentially get a line on the crossbowman. Knocking an arrow but keeping it slack.

Intimiadate Aid Landon1d20 ⇒ 10
Best listen to him friends.


Female Ifrit Scorcerer 1

Catching the mood of the rest Elur guides her mount to the side of the rode. She does not touch her weapons, instead she reaches into the pouch at her side, pulling out a piece of cured leather. Elur prepares herself to cast a spell, should it come to that. You need to listen to our friend here, it's what's best for you.
Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16

Readying Mage Armor if battle starts.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin folds his arms and raises an eyebrow. "Well, what's it goin' to be, lads? If he says somethin's wrong, I've a mind to take his word till he's proven otherwise. Let's have a look at that prisoner, eh?"


M Human Cleric/2 Initiative +1; AC 22; HP 17

Having listened to the exchange, and gauged the reaction of his companions, Duvall dismounts and walks straight for the bound prisoner. "I will check your prisoner now. Hinder the work of Helm at your own peril, bounty hunter."
Duvall spits the last word as if it leaves a bitter taste in his mouth (which it does).

If any of the bounty hunters act aggressive, he will respond in kind. As far as he's concerned, these people are scum of the earth.

Perception 1d20 + 7 ⇒ (2) + 7 = 9; Sense Motive 1d20 + 9 ⇒ (3) + 9 = 12


Landon will dismount as well and move to guard Duvall directly. Go on, give me a reason to send you to hell.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin dismounts, if only to stretch his legs. Knowing his weapon's are a flick of the wrist away, he'll remain non-hostile.


I've positioned Duvall at J8 and Ariael at I11.

As the bounty hunter called Anders bends down to check on the prisoner, the prone figure suddenly comes to life. He throws a handful of dirt into the mercenaries' eyes then trips him to the ground. This happens while Duvall is approaching. The two mercs at the back draw hand crossbows, one taking a bead on Duvall, the other turning her attention to the prisoner. The lead merc swears and draws his longsword.

Combat time!

Initiative for the PCs:
Belgrin: 1d20 + 1 ⇒ (9) + 1 = 10
Duvall: 1d20 + 1 ⇒ (3) + 1 = 4
Elur: 1d20 + 3 ⇒ (10) + 3 = 13
Hezar: 1d20 + 4 ⇒ (19) + 4 = 23
Janiries: 1d20 + 4 ⇒ (16) + 4 = 20
Ariael: 1d20 + 3 ⇒ (17) + 3 = 20
Landon: 1d20 + 1 ⇒ (7) + 1 = 8

For the baddies:
Leader: 1d20 + 2 ⇒ (14) + 2 = 16
Anders: 1d20 + 2 ⇒ (6) + 2 = 8
Two other bounty hunters: 1d20 + 5 ⇒ (10) + 5 = 15

Okay, this battle will be run using "tranche" initiative. Here's the order:

A) Hezar, Janiries, Ariael
B) Bounty Hunter Leader
C) Bounty Hunter 1, Bounty Hunter 2
D) Elur, Belgrin, Landon, Duvall
E) Anders

Using tranche initiative, actions are declared and taken via the slice that you're in. For group A, Your actions will happen in the order that you post. Then group B will act, then C, and so forth. So, since they're in the same slice, if Janiries declares her action before Hezar does, she will be considered to have gone first, and their actions will occur before slice B's will. It's a good system; let's give it a try. For bigger battles, I might use a sides system, where each side goes en mass, but we can discuss that later. For now:

Hezar, Janiries and Ariael - declare your actions, and roll any dice that may be needed, including crit confirmations if required. Others can declare your actions as well, but they will take place after groups B and C, which are composed of baddies.


Female Ifrit Scorcerer 1

I just wanted to check in about my readied action. Did that take place as soon as combat started? Or will that be my action for round one?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

The crossbow is at the back, so I assume that it is L6 is targeting the prisoner, if it is anders then Hezar moves futher forward and the arrow goes at him

Hezar, true to his word to Ariael, quickly moves forward firing a sharpened arrow point blank at the bandit targeting the prisoner.

1d20 + 6 ⇒ (10) + 6 = 16 for 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Female Sun Elf Rogue 4

Acrobatics Check: 1d20 + 8 ⇒ (19) + 8 = 27

Practically leaping into swift action, Janiries would run past Duvall, then roll past the lead bounty hunter to avoid the opportunist attack from him, getting into a flanking position with Landon.

"Now you die!"

She'd then thrust forwards with her rapier, hopefully catching the bounty hunter by surprise.

Attack Roll + Flanking: 1d20 + 6 ⇒ (19) + 6 = 25
Damage Roll + Sneak Attack (enemy flatfooted): 1d6 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7
Critical Hit Confirmation: 1d20 + 6 ⇒ (1) + 6 = 7


@ Elur - it's a readied action without an interrupt at this point (as none of the baddies have declared an action thus far) so it happens at the beginning of combat, in lieu of your turn in slice D. So, you can cast mage armor immediately if you still want. You'll act again in round two.

@ Ariael - same goes for your characters' action - if you still want to take the readied action, it's taken as your action for this turn.

@ Hezar - was that a 5' step then? Moving you to J3? I'll assume it was, range to Anders is then 30', so your point blank shot comes into play, as does your favored enemy bonus, so you should be attacking with a +8 bonus to hit and a +3 to damage from your favored enemy and point blank. He is prone, however, so he gets a +4 bonus vs ranged attacks.

So total to hit roll is 18, which does hit; and total damage is 6. Your arrow lands with a solid thud in Anders leg, causing him to grunt loudly and clutch his leg.

@ Janiries - a solid hit on the leader of the bounty hunters! Your rapier passes through his shoulder, prompting a howl of fury and pain!


Ariael's action was readied, so he casts shield on himself this round.

The bounty hunter leader is up!

Growling in fury, he swings his blade with both hands at Janiries!

Attack roll: 1d20 + 3 ⇒ (8) + 3 = 11
Damage roll: 1d8 + 3 ⇒ (1) + 3 = 4

His clumsy blow misses the sun elfs' lovely head by almost two feet. He swears an oath to wear your ears as a necklace!

Bounty Hunter 1 is up next.....

She had trained her crossbow on the prisoner, but hearing her boss cry out in pain, she whirls and fires at Janiries, the first target that comes into view as she swings to the left.

Attack roll: 1d20 + 2 ⇒ (2) + 2 = 4
Damage roll: 1d6 ⇒ 5

She misses wildly! She mutters an oath and drops her crossbow and draws her longsword.

Bounty Hunter 2 is up....

Having his crossbow trained on Duvall, he takes his shot....

Attack roll: 1d20 + 2 ⇒ (14) + 2 = 16
Damage roll: 1d6 ⇒ 4

The bolt hits Duvall in the shoulder, but bounces off of his armor, utterly ineffectual against solid steel! The second Bounty Hunter then drops his crossbow as well and draws his longsword.

Group D is up next! Elur has already taken a readied action, so Belgrin, Landon and Duvall should declare their actions next.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

forgot about my favored enemy, so yes +2/+2. I thought that it was one of the guys on the horse that had a crossbow at the prisoner, that is who i was aiming at the one on the horse close to me. I cant remember how far I moved, but I have 30 ft

But a hit is a hit, also I did say that I sharpened all my arrows, so unless you don't allow that, it is +4 damage for a total of 7 its, if you dont no biggy i is 6


@ Hezar: I'm not familiar with that rule about sharpening arrows, do you have an srd link I can peruse? Also, sorry about the mixup on the target, I did get confused, but it was a good solid hit :-) You should consider a composite longbow for an extra +1 damage (keyed to your strength) when you get a chance.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I plan to, just didnt have the money, I figure i will craft one as i have the time. I dont have a link to a rule, it is a bit of a grey area some dms allow it some don't. Searching the forums i have never found a solid answer as to if you can or not. But what I did was I used a whetstone, which works on one hit for a +1 to damage. But lets just not worry about it...it is a little cheesy, since arrows are destroyed after one hit. lol


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Landon, now with a flanking partner, will swing his bastard sword at the lead bounty hunter.
attack roll: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16damage: 1d10 + 3 ⇒ (6) + 3 = 9


Female Ifrit Scorcerer 1

Elur focuses on the leather in her hand. She begins a steady chant, Elum tianski ipsariel. Elur touches the leather piece to each of her shoulders, the center of her chest and stomach before replacing it in it's pouch.

Current Effects:
Mage Armor (Current AC:17} 1 Hr. remaining


Female Ifrit Scorcerer 1

Oh, and by the way: Whetstone.


Okay, so, group D's actions (I am acting for Duvall, btw)...

Landon steps into a vicious swing of his bastard sword and nearly decapitates the bandit leader. He falls to the ground, unmoving.

Duvall takes a five foot step to K7 and swings his warhammer at Bounty Hunter #2.

Attack roll: 1d20 + 2 ⇒ (1) + 2 = 3
Damage roll: 1d8 + 2 ⇒ (4) + 2 = 6

The bounty hunter deftly moves out of the way of Duvall's attack.

Belgrin's action is next. He five-foot steps to I12, then charges Bounty Hunter #1.

Attack roll: 1d20 + 6 ⇒ (8) + 6 = 14
Damage roll: 1d6 + 3 ⇒ (2) + 3 = 5

Belgrin's attack with his unorthodox weapon lands solidly on the bounty hunters shoulder, causing her to gasp in pain.

@ Belgrin - you don't have easy-access info for your attacks anywhere on your sheet, so I had to go searching on the SRD for stats on the maulaxe. Would you please try and format your sheet in a more DM friendly format?

Group E is up - Anders, one of the bounty hunters.


Anders stands up and dodges a kick from the prisoner. He then drives his sword through the prisoners chest! He then snarls and breaks off the arrow protruding from his leg.

The prisoner is bleeding out! He doesn't have much time left....

Group A (Janiries, Ariael and Hezar) are up! Please declare your actions.


Female Sun Elf Rogue 4

Moving to M7, then N6, then M5, drawing one AOO.
Acrobatics Check: 1d20 + 8 ⇒ (14) + 8 = 22

Keep moving, gotta keep moving.

With her initial target down, Janiries would swiftly move on, turning on the spot and leaping past the mounted bounty hunter, quickly moving to his less protected rear to slash at her new target.

Attack Roll + Flanking: 1d20 + 6 ⇒ (14) + 6 = 20
Damage Roll + Sneak Attack (due to flanking): 1d6 + 1 + 1d6 ⇒ (6) + 1 + (6) = 13


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Silently Hezar draws another arrow and lets fly at Anders.

1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6

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