DM - Narkari's Kingmaker Campaign

Game Master Narkari

Chapter 1: Stolen Lands? Well, steal them back!


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Male Human Inquisitor / 1

Caught off guard by the fact that the new sentry apparently sees through his disguise (as far as Quentin can tell), he sighs and drops into a stance as though he is about to pitch a baseball, only to have a slimey greeb orb of goo coalesce in it as a whispered prayer passes his lips. Hurling it with one hand, he shoves his off hand into his buckler's straps and pulls free his rapier with the other.

Acid Splash ranged touch attack:
1d20 + 3 ⇒ (5) + 3 = 8

Acid Splash Damage: 1d3 ⇒ 1


Male Human Bladebound Magus 1
Ranzo vonLebeda wrote:

Actually, I think Twist-Leaf can get a Coup-de-grace, but not my call

Coup-de-grace requires a full-round action, if Twist-Leaf needed to charge that means that he was not within melee range so he can't get the attack off.

Endrance groans and moves towards the bandits, drawing his blade as he does so, readying himself for battle. "Sorry. Looks like I got a little cocky. Let's hope that without enough sleep, they'll be off their game!"

Move action to move 30 feet towards the campfire. Move action to draw my Aldori dueling sword.


Male Human Wizard 1

Alan pulls out his already loaded crossbow and fires at the sentry on K2.

1d20 + 2 ⇒ (19) + 2 = 21 >> 1d8 ⇒ 1


Thanks, Ranzo. I forgot about the extra critical range on the crossbow. To confirm...

1d20 + 2 ⇒ (1) + 2 = 3

No.


The camp erupts in pandemonium as the fight begins and spells and arrows are spread throughout the camp. The sentry watches as a arrows flies near him and hits the wooden outpost. A splash of acid hits the wood beside him and begins to ooze some of the wood away in plain view of the party. The sentry has the thunderstone in his hand when a bolt and then arrow strikes his chest by Alan and Ranzo as he commands the group. The sentry opens his mouth into a scream before falling down on to the floor of the watchpost and he is out of view. A ladder is seen below near the gear that leads up to the watchpost.

The treant misses his target who is now awake and not completely aware of the situation stand up from being prone for a attack of opportunity. None of the bandits you have seen sleeping are wearing armor.

Perception 20:
You hear horses and movement on the other side of the tree where the other camp is placed. It sounds like a voice or two waking up other men.

Posting this in the morning before work. Sorry again for the lack of activity. May have problems in post that will try to check later. Have a new job and family home from military so have frightening busy week with only a few moments of computer time a day.


Male Human Fighter 1

Status:
Round: - 2
Initiative: - 6
AC: 18 (no shield up)
HP: 11/11
Saves (F,R,W): 3,2,0

Condition:
None

Weapons Ready:
Long Sword

Tracked resources:
Arrows: 49
Pints Oil: 3
Pitons: 10
Torches: 10

Perception: 1d20 ⇒ 1

"Your spell Endrance, on the camp by the broken tree."

Ranzo drops his bow and draws his sword and moves to be on top
of the second man by the campfire, who seemingly has not moved yet.

"Alan, Quigley help Endrance."


Male Human Bladebound Magus 1

Endrance grins. Everything was on track now. Time to take out the trash. Endrance rushes forward towards the sleeping crew next to the fire and casts his spell, catching as many of them in his 15' cone as he can. "It would be too difficult if you gentlemen woke up...so I'll ask you to sleep..forever!" His blade hums in excitement and Endrance shudders as the heat of battle overtakes him.

Casting color spray. Bandits need to make a DC 14 Will save to resist.


Male Elf Druid (Treesinger)

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

As the sleeping bandit awakes and stumbles to his feet Twist-Leaf again attempts to bring a hefty branch down upon his skull.

Attack of Op (still has bonus from target being prone I believe): 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27 for 1d6 + 2 ⇒ (1) + 2 = 3
Wahey! Rolling to confirm:1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 + 2 ⇒ (2) + 2 = 4 (7 total)

Seeing the bandit keep his feet despite a sharp blow to the head Twist-Leaf continues to thrash it's branches at the fellow.
Slam 1: 1d20 + 3 ⇒ (5) + 3 = 8 for 1d6 + 2 ⇒ (3) + 2 = 5
Slam 2: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d6 + 2 ⇒ (3) + 2 = 5

Only when the bandit finally goes down does Twist-Leaf turn to the other groggy foe, stepping up to put him between himself and Ranzo.
That's a 5 foot to flank with Ranzo if possible.

Alendiri meanwhile, moves over to where the sentry fell, stowing his bow as he moves, and should the fellow be unconscious as expected, starts to climb the ladder to take his place, seeking the high-ground.


Male Human Bladebound Magus 1

Whoops. I didn't see Ranzo's post and it won't let me edit. Narkari, change my targets for color spray to the bandits near the broken tree, please.


Male Human Inquisitor / 1

Perception:1d20 + 9 ⇒ (19) + 9 = 28


Male Human Inquisitor / 1

As fighting breaks out, Quentin throws his cloak back and knocks an arrow even as he hoofs it to the closest copse of trees near the sleeping bandits. Taking cover amongst the branches, he whispers a brief prayer to Cayden Cailean to guide his hand against these criminals and lets fly an arrow.

Only after loosing his arrow does he hear noises from across the camp. Yelling back over his shoulder to Ranzo, he alerts the group, "More coming from behind the trees! Mounted men, at least two!"


Move action: Moving into cover/concealment in the copse of trees jut above K2.
Swift: Activating Judgement of Justice, +1 atk.
Standard: Attacking whichever bandit is closest and not knocked out by the Color Spray. Shortbow attack: 1d20 + 3 ⇒ (15) + 3 = 18 Shortbow damage: 1d6 ⇒ 1


Male Human Bladebound Magus 1

Posting Endrance's actions for the next round, so that it can be instantly used at Narkari's convenience.

Endrance steps towards one of the bandits who lays on the ground and raises his blade in both hands, slamming it down into the body and piercing the bandit's heart without mercy or flaw.

5' step to the nearest bandit who failed his save against my spell and coup'de'grace him. If there are none, then instead 5' step to the nearest bandit and attack him normally.

Coup'De'Grace damage roll:
2d8 + 6 ⇒ (8, 5) + 6 = 19

Normal Attack Roll:
1d20 + 3 ⇒ (19) + 3 = 22

Normal Damage Roll:
1d8 + 3 ⇒ (5) + 3 = 8

Edit: Critical Confirmation Roll: 1d20 + 3 ⇒ (20) + 3 = 23
For 1d8 + 3 ⇒ (4) + 3 = 7 extra damage.

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