DM Sully's Kingmaker (Inactive)

Game Master Max Hellspont


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Round Three (continued):
Cinders advances upon the bandit who is distractedly watching the main battle. Unaware of his approaching doom, the bandit is taken by complete surprise as the robed oracle’s blade deftly slices off the top of his head, the flames flickering across the blade’s surface instantly cauterizing the wound through his brain. Without a sound, the bandit crumples lifelessly to the ground.

Hiram’s up.


Male Human Paladin: 2

Apologies for the delay in game. Hope everyone had a great Thanksgiving (for the US-folks anyhow)

Ducking away from the crossbow bolt, Hiram draws another arrow, and fires it smoothly. Trusting for the arrow to fly true, he drops his bow immediately, and readies his lasso. He takes a step back while shaking out his lasso, watching the oncoming rider carefully.

Actions & Rolls:

  • Standard Action: Fire at Bandit 11
  • Free Action: Drop bow in AO.8
  • Move Action: Draw Lasso
  • Free Action: 5 ft. step back to AN.7
  • Target Arrow shot at B11: 1d20 + 3 ⇒ (18) + 3 = 21
  • Piercing Damage if applicable: 1d8 + 1 ⇒ (6) + 1 = 7
  • Roll for arrow if missed: 1d100 ⇒ 64: 1-50 keep, 51-100 lost/destroyed
  • Fired 3; Lost 2; Quiver: 17/20

EDIT: Sweet! I might have hit that time!


Round Three (continued):
Hiram calmly fires an arrow at the mounted archer approaching him. The paladin’s arrow flies true, piercing the rider’s armor and sinking into his shoulder. As his arrow reaches its mark, Hiram drops his bow and draws forth his lasso.

The lone remaining bandit hiding behind the lead wagon looks fearfully at Karthas and backs away slowly, firing another arrow at the Kellid with shaking hands.
B4 Attack: 1d20 + 2 ⇒ (6) + 2 = 8 (cover provided by wagon; firing into melee) Karthas MISS
Damage: 1d8 ⇒ 3

With the horses panicking and jerking the wagons about, the crossbowmen in the lead and middle wagons struggle to remain seated and retain their grips on their weapons, and are unable to attack.

The injured driver (D6) that jumped from the rear wagon continues to hobble away as fast as he can, disappearing over a rise to the east.

”Tryin’ t’ steal from us? I’ll take yer head t’ th’ Stag Lord!” the bandit leader snarls at Euron. With an evil glint in his eye, the bandit leader whirls his battleaxe around and then plunges the blade downward at... Tunica! At the same time, he spurs his mount to lash out at Niko.

Ride DC10: 1d20 + 10 ⇒ (3) + 10 = 13 (allows bandit leader to make his own attack and direct his horse to attack as well)

Bandit Leader B12 Attack: 1d20 + 7 ⇒ (5) + 7 = 12 Tunica MISS
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Euron's elk manages to deflect the axe blow with its antlers.

Bandit leader skill check to urge horse to attack Niko:
Handle Animal DC10: 1d20 + 5 ⇒ (1) + 5 = 6 FAIL

Frightened by the wolf that injured it so, the horse refuses to attack Niko.

Tyr is up, then the top of Round Four with Euron, Eseldra, and Karthas.

For Jamison:
With Jamison Enlarged and protected by Shield of Faith, I’m not sure if the 17 rolled by bandit B9 in post #2250 hit your AC or not. If it did, then by my calculations you’re at -2 hp. Please make a stabilization roll for Round Three (in spoilers), and if that fails please go ahead and make one for Round Four.

If the 17 DID NOT hit your AC, then please disregard this message and feel free to take your Round Four action! ;)


Scratch that last post about coup de gracing, if the bandit leader is still up, she'll let fly with magic missile at him.
1d4 + 1 ⇒ (2) + 1 = 3


DM:
Tyr, with a 40-ft double move you could Charge and attack the bandit leader (B12) atop his horse in square AS-25 this round (Round Three). You will get a +2 to the attack but take a -2 penalty to your AC until the start of your turn in the next round

Tyr Att:1d20 + 2 + 3 + 2 ⇒ (4) + 2 + 3 + 2 = 11(+2BaB,+3Str,+2Charge)

Bugger

Dam:2d6 + 4 ⇒ (6, 4) + 4 = 14

Not holding high hopes for the 11 to hit, though.


Round Three (concluded):
Tyr charges forward to attack the bandit leader with a mighty swing of his greatsword. Unfortunately, the bandit’s horse shifts position at the last second, sending Tyr’s swing wide.

Begin Round Four
Initiative Order:
Euron 19
Jamison 18
Eseldra 17+
Karthas 17
Bandits B9 and B11 15
Cinders 14+
Hiram 14
Bandit B4 14-
Bandit Leader B12 8
Wagon Drivers 7
Tyr 6

Leaving her unconscious victims behind, Eseldra steps up behind Cinders and, with an arcane phrase and gesture, sends a bolt of mystic energy flying unerringly to smack the bandit leader in the back of his head.

Euron and Karthas are up. Jamison, please see spoiler three posts up.

Looking back I realize I screwed up Euron and Tunica's attack actions for Round Three. The failed ride check should have prevented Euron from attacking, but the successful Handle Animal check should have allowed Tunica to attack. Oh well, my apologies. Thanks for bearing with a DM who is learning the intricacies of mounted combat!


Male Kellid Human Barbarian 2 / Rogue (Scout) 2

DM Max:
I believe you are right on Jamison. His base AC is 16, +2 for SoF, then -2 Dex and -1 AC for Enlarge Person, should drop his AC back to 16.

Karthas, seeing Jamison fall, opts to go defend the fallen priest, taking a massive swing at the mounted bandit, rather than chase the fleeing bandit.

Move to AK-29

"Cinders! Get over here, Jamison is down!"

Attack:1d20 + 6 + 2 - 1 ⇒ (19) + 6 + 2 - 1 = 26 (power attack)
Damage:2d6 + 7 + 3 ⇒ (5, 3) + 7 + 3 = 18 (power attack)

Confirm?:1d20 + 6 + 2 - 1 ⇒ (6) + 6 + 2 - 1 = 13 (power attack)
Damage:2d6 + 7 + 3 ⇒ (4, 6) + 7 + 3 = 20 (power attack)

Either way, I'm pretty sure that is a seriously messed up bandit.


Round Four (continued):
Karthas rushes to Jamison’s side as the unconscious priest’s enlarged form shrinks down to normal size. As he moves, Karthas takes a mighty swing at the mounted bandit standing over him. The Kellid’s greatsword slices through the bandit’s arm holding the crossbow, and passes on to slice through the bandit’s body, severing his spine. The bandit’s lifeless body flops over sideways, frightening his horse and sending the beast fleeing north toward the companions’ mounts.

Euron is up. Need spoilered stabilization roll(s) from Jamison.


I’m going to go ahead and post for Euron again.

Round Four (continued):
Seeing the bandit leader trying to attack Tunica, Euron gives a bellowing roar and attempts to skewer the bandit with his ranseur while urging the elk to attack.

Ride DC10: 1d20 + 5 ⇒ (11) + 5 = 16 (allows Euron to make his own attack while directing Tunica to attack as well)

Attacking with reach:
Ranseur Attack: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Ranseur Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

Handle Animal skill check to urge Tunica to gore the bandit:
Handle Animal DC10: 1d20 + 4 ⇒ (14) + 4 = 18

Tunica Gore Attack: 1d20 + 4 ⇒ (3) + 4 = 7 MISS
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

The bandit leader sneers as both attacks fail to find their mark.

Niko lunges again at the bandit leader’s horse.
Power Attack, Magic Fang:
Bite Attack: 1d20 + 3 ⇒ (16) + 3 = 19 HIT
Bite Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Free Trip Attempt if Bite hits: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 FAIL

With Mounted Combat, the bandit leader may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if the Ride check is greater than the opponent’s attack roll. Ride check: 1d20 + 10 ⇒ (4) + 10 = 14 FAIL - Niko's attack hits.

The brave wolf manages to score another devastating blow to the injured horse. The horse whinnies piteously as a large chunk of flesh is torn from its neck.

The mounted bandit approaching Hiram re-loads his crossbow and fires again as he directs his mount to pass to the side of the paladin.
B11 Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Hiram HIT
Damage: 1d8 ⇒ 7

The bandit's bolt just manages to find its mark, sinking into the paladin's thigh.

Cinders and Hiram are up.
Map Link


Female Human (Varisian) Oracle 2

Hearing Karthas call to her, Cinders steps over the dead bandit in front of her and heads directly over to him and Jamison. Unfortunately, she can't get there quickly enough to do anything yet.

It's just 5 ft too far to make in a single move. Sigh.
Double move to AH27.


Since Hiram is occupied with bandit B11, I’m going to go ahead and post for the other bandits.

Round Four (continued):

The bandit backing away from Karthas notices Eseldra standing near the copse of trees. The bandit nocks an arrow to his bow and fires at the elf.
B4 Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Eseldra HIT
Damage: 1d8 ⇒ 3

The bandit's arrow slices through the back of Eseldra's arm.

Without Jamison’s giant form to frighten them, the wagon drivers manage to get their horses under control. The crossbow-armed bandits in each wagon take this opportunity to re-load their weapons and fire at Cinders and Karthas.
D1 Attack: 1d20 + 2 ⇒ (9) + 2 = 11 Cinders MISS
Damage: 1d8 ⇒ 1

D4 Attack: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1 (penalty due to cover provided by wagon horse) Karthas MISS
Damage: 1d8 ⇒ 6

Both bolts miss their marks; the one aimed at Karthas flying so wide and nearly striking the driver of the lead wagon.

”Sneakin’ up on me, eh?!” the bandit leader snarls at Tyr. The bandit leader whirls his battleaxe around and swings at Tyr At the same time, he spurs his mount to lash out at Niko, and then urges it to back up a step from his attackers.

Ride DC10: 1d20 + 10 ⇒ (11) + 10 = 21 (allows bandit leader to make his own attack and direct his horse to attack as well)

Bandit Leader B12 Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Tyr HIT
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

The bandit leader's wickedly sharp axe slices through Tyr's armor and scores a serious flesh wound across the fighter's chest.

Bandit leader skill check to urge horse to attack Niko:
Handle Animal DC10: 1d20 + 5 ⇒ (13) + 5 = 18

Horse Attack Hoof 1: 1d20 ⇒ 20 Niko HIT
Damage Hoof 1: 1d6 + 3 ⇒ (5) + 3 = 8
Horse Attack Hoof 2: 1d20 ⇒ 1
Damage Hoof 2: 1d6 + 3 ⇒ (1) + 3 = 4
Roll to confirm critical of Hoof 1:1d20 ⇒ 17 Critical Hit Confirmed
Critical Damage Hoof 1: 1d6 + 3 ⇒ (2) + 3 = 5

One of the injured horse's hooves scores a solid blow to Niko's head, causing the wolf to howl in pain. Niko takes a total of 13 hp damage.

Hiram and Tyr are up, then the top of Round Five with Euron, Eseldra, and Karthas.


Male Human Paladin: 2

Gritting his teeth as his companions call for assistance, Hiram braces himself and throws the lasso out at the passing bandit.

"Hold on Mr. Jay-Dubya! I'll be along shortly!"

Actions & Rolls:

  • Lasso Trip Attempt vs. B11@AK.9; Range: 15 ft.: 1d20 + 3 ⇒ (16) + 3 = 19 vs. CMD of target
  • Trip attempt provokes an AoO from B11.
  • If it succeeds, target is knocked prone. Do they fall off the horse?
  • If it fails by 10 or more, Hiram is knocked prone instead. Pulled off his feet.

DM Max:
  • I don't know if you will allow me to do this, but I was thinking this would be an easy way to mechanically cover pulling someone off a horse with a lasso. I am seeing Hiram throw the lasso, then dig his feet it to brace himself as the rider passes him. He doesn't need to jerk the rider off completely, just trying to get him off balance enough that he falls from the saddle or something.
  • If you would prefer, I could roll an attack roll instead and let me know what you want to do about physically pulling someone off a horse.

  • Under the bandit's attack, Tyr grunts beneath the strike of the axe blade as he reverses his grip upon the great sword and thrusts up at the mounted man.

    Att Roll:1d20 + 4 ⇒ (17) + 4 = 21(Power Attack)

    Dam Roll:2d6 + 4 + 2 ⇒ (6, 3) + 4 + 2 = 15


    Hiram:
    I'm going to treat the lasso as similar to a net. You will need to make a ranged touch attack to see if you hit with the lasso (the bandit's touch AC is 11). If you hit, the lasso tightens and the bandit will be entangled - he will take a -2 penalty to attacks and a -4 penalty to Dexterity. If you succeed on an opposed Strengh check while holding the rope, you will be able to pull him off; otherwise, he will drag you along behind him unless you let go of the rope. Here's the bandit's Strength check: 1d20 + 2 ⇒ (4) + 2 = 6

    Tyr:
    NICE HIT!! That definitely got his attention!


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2

    Since Eseldra is before me in the init order, I will wait to see what she does prior to stating an action.


    Hiram:
    I'm going to use your last d20 roll as your ranged touch attack to lasso the mounted bandit - with a total roll of 19, you definitely hit his touch AC. I'll go ahead and roll your opposed Strength check: 1d20 + 1 ⇒ (20) + 1 = 21, which quite handily beats his Strength check of 6!

    Round Four (concluded):
    Hiram lassos the mounted bandit as he rides by and jerks the bandit off of his horse. Bandit B11 fall damage: 1d6 ⇒ 2

    Tyr brings his greatsword to bear and skewers the bandit leader in the side with a mighty upward thrust of his blade. The bandit leader gives the fighter a shocked look, but remains seated in his saddle, clutching the grievous wound.

    Begin Round Five
    Initiative Order:
    Euron 19
    Jamison 18
    Eseldra 17+
    Karthas 17
    Bandit B11 15
    Cinders 14+
    Hiram 14
    Bandit B4 14-
    Bandit Leader B12 8
    Wagon Drivers 7
    Tyr 6

    Map Link


    Eseldra will knock an arrow to her bow and fire at bandit 4.

    Attack: 1d20 + 4 ⇒ (2) + 4 = 6
    Damage: 1d8 ⇒ 5

    Her arrow goes well wide of the bandit.
    1d100 ⇒ 43 51+, lost or destroyed


    Male Human (Varisian/Ulfen) Druid 3

    I'm back from a Thanksgiving respite... sorry for not giving a heads-up. Let's see I can eke out some better rolls than Max has for Euron. Thanks Max for playing a PC that requires way too many rolls each round! :)

    As part of this, Euron will attempt to position Tunica to flank the bandit leader with his wolf, as the wolf wouldn't understand a "flank" order at this point. All rolls below don't include such a bonus.

    Ride DC10: 1d20 + 5 ⇒ (12) + 5 = 17 (allows Euron to make his own attack while directing Tunica to attack as well)

    Shifting his weight in the saddle, Euron squints at the bandit leader. "Steal? How dare..." his words are cut short by his rage and he attempts to skewer the bandit.

    Attack with Ranseur: 1d20 + 5 ⇒ (3) + 5 = 8
    Damage with Ranseur: 2d4 + 4 ⇒ (4, 1) + 4 = 9

    Watching in dismay as the bandit evades another of his thrusts, he urges Tunica to gore the man.

    Handle Animal DC10: 1d20 + 4 ⇒ (16) + 4 = 20

    The elk appears quite pleased to maim one of the so-called Stag Lord's agents, and lowers it's head and aim it's powerful ashen-colored horns at the man.

    Tunica Gore Attack: 1d20 + 4 ⇒ (11) + 4 = 15
    Tunica Gore Damage: 1d8 + 3 ⇒ (8) + 3 = 11

    Grinning at his lupine companion, Euron manages a feral-sounding "Keep it up!" as the wolf leaps up into the air, it's fangs bared, as it jumps at the bandit's throat.

    Niko Bite Attack: 1d20 + 3 ⇒ (19) + 3 = 22
    Niko Bite Damage: 1d6 + 5 ⇒ (6) + 5 = 11
    Trip Attempt: 1d20 + 4 ⇒ (15) + 4 = 19


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2

    Seeing that Tyr and Euron have the leader occupied, Karthas goes after the bandit who fled his wrath earlier.

    Move to AE-33, attacking b4

    Attack:1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17 (power attack)
    Damage:2d6 + 7 + 3 ⇒ (2, 3) + 7 + 3 = 15 (power attack)

    Here's hoping we wrap this up soon...only one more round of rage for the big guy.


    Round Five:

    With the bandit leader distracted by Tyr, Euron guides Tunica around his companion to come at the leader from a flanking position with Niko. The druid attempts to skewer the bandit leader with his ranseur, but the bandit manages to deflect the blow with his shield. However, in deflecting Euron’s blow, the bandit leaves himself open to both Tunica and Niko. With a bellowing snort, the elk lowers its head and gores the bandit, impaling the man on its spiky antlers and holding him in position for Niko’s follow-up attack. With a mighty leap, Niko springs up and latches onto the bandit’s throat, the wolf’s momentum knocking the bandit from his saddle and carrying him to the ground. Maintaining his grip on the bandit as lands, Niko savagely rips out the man’s throat and voices a howl of triumph.

    Eseldra nocks an arrow to her bow and fires at the bandit that wounded her. With her arm weakened by its wound, her shot goes wide and misses the bandit.

    Karthas follows up Eseldra’s shot and rushes up to the bandit. With a mighty swing of his greatsword the Kellid eviscerates the bandit, who stands there gaping as his entrails fall to the ground before collapsing in a lifeless heap.

    The bandit lassoed by Hiram struggles for a moment to rise to his feet before collapsing to the ground, unconscious. His horse trots for several more steps before coming to a halt near the companions’ mounts, then bends its head down to begin munching on a patch of grass.

    The horse bearing the bandit slain by Karthas continues to flee, disappearing beyond the rise to the north.

    Cinders and Hiram are up.

    Map Link


    Female Human (Varisian) Oracle 2

    Cinders places her hands on either side of Jamison's head. "Let the burning light return to you," she says, and her hands glow fiery red. Some of Jamison's wounds close over.

    Cure light wounds: 1d8 + 2 ⇒ (5) + 2 = 7


    Male Human Paladin: 2

    Glancing at the unconscious bandit with concern, Hiram moves closer cautiously,

    "Mr. Jay-Dubya?...Euron?,...Cinders?....Everyone okay? I got a plumb tuckered out bandit over here...gonna tie 'em up and be along shortly!"

    Actions & Rolls:

    • 5ft step to AM.8
    • Action to Tie up the unconscious bandit in AL.9
    • Bandit is effectively pinned, DC to escape bonds is 23.
    • If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
    • Heal (First Aid) check to see if he is dying: 1d20 ⇒ 3
    • Perception check to identify what made him go unconscious: 1d20 + 1 ⇒ (9) + 1 = 10

    DM Max:

  • What type of action does it take to tie someone up? Tie-Up is a special combat maneuver listed under grapple on page 200 of the Core book. The action type is not listed.
  • If it is a standard action, then Hiram will move to where he heard Jamison rumbling and falling over earlier, assuming I find nothing obviously wrong with the bandit (to explain his unconscious state).

  • Hiram:
    As part of your Heart of the Fields trait, I think it would be possible to assume that you are a champion at hogtying. As such, let's say that you could be like a rodeo cowboy and tie up the unconscious bandit as a move action.

    As your standard action for this round, your Perception and Heal checks reveal that the bandit is suffering from an arrow wound in the shoulder and a blow to the head from falling off of his horse - these wounds took him to 0 hit points and the staggered condition. In struggling to get up and free himself from the lasso, he slipped into unconsciousness and is currently at -1 hp (and not stable).

    Round Five (continued):
    Cinders bends down next to Jamison and channels healing energies into the priest's battered body.

    Hiram rushes over to the bandit he lassoed and, like a rodeo champion, the farmer turned paladin swiftly hogties his unconscious opponent.

    The remaining bandits in the two remaining wagons are shocked to watch their leader and compatriots so easily cut down. Seeing their assailants momentarily preoccupied, the wagon drivers decide to make a break for it, whipping their mounts in an effort to outrun any pursuit. As they pass, each crossbow-wielding bandit in the wagons takes a parting shot at the companions.

    D1 Attack: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15 (penalty for being jostled by rapidly moving wagon) Eseldra HIT
    Damage: 1d8 ⇒ 6

    D4 Attack: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13 (penalty for being jostled by rapidly moving wagon) Karthas HIT
    Damage: 1d8 ⇒ 8

    Both bolts fly unerringly to sink into their targets.

    Tyr is up to finish Round Five, then everyone else can act for Round Six before the wagon drivers act.
    Map Link


    With the Bandit leader both dead AND unhorsed. Tye drops his great sword (Free action), Mounts the Bandit Leaders horse (Not sure how long an action) and prepares to chase the fleeing wagon.

    "Some one? Is there a long sword at hand?" He calls.

    Also, since he is taking the time he needs, does Tyr need to make a ride check to mount?

    Ride Check:1d20 + 3 ⇒ (4) + 3 = 7


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2

    Staggered again.


    Male Human (Varisian/Ulfen) Druid 3

    Mounting a horse is usually a move action unless you can make a DC20 Ride check to do a swift mount/dismount.

    Euron gazes proudly at the combat prowess of his animal companions. "Always gotta be the stars of the battle, eh?" The wolf looks up at the weathered druid, it's snarl quickly giving way to what appears to be a dog-like grin.

    Hearing Tyr's call for a weapon, the druid slides out his scimitar and holds it outward towards the warrior. "Not a longsword, but similar..." he offers.

    Move action to draw the scimitar and hand it to Tyr?

    Assuming it is, will use standard action to urge Tunica on towards any remaining bandits, putting the elk's lower left corner into AG-26.

    The druid's face looks serious again, as he meets the wolf's eyes - "we ain't done yet!" before riding off.


    *Nods* I was thinking that Tyr would be spending the round mounting up.

    Tyr accepts the offered weapon, bending awkwardly in the saddle,

    "Thank you, my friend." Even as he adjusts his grip upon the reigns.

    Getting ready to ride next round. *bows*


    Round Five (concluded):
    Tyr drops his greatsword and takes the reins of the bandit leader's wounded horse. The brave fighter mounts the horse and calls for a weapon as he prepares to give chase to the bandit-driven wagons.

    Round Six:
    Euron draws his scimitar and passes it to Tyr, then spurs Tunica to chase after the wagons. His faithful companion Niko lopes after him.

    Jamison, Eseldra, Karthas, Cinders, and Hiram are up.


    Male Human Paladin: 2

    Hiram bends, places one hand on the bandits shoulder, and the other on the arrow. He breathes a moment to steady himself, then rips out the arrow while also mumbling a prayer to Erastil to heal the bandit's wounds.

    As the bandit blinks his eyes open, Hiram draws in close so that the bandit will have no trouble seeing his face or hearing his words, he speaks slowly to get his point across,

    "I want you to lie very still. You were in Pharsma's grasp just now, and Erastil deemed you worthy of saving. You'r my prisoner and in my care now. Do not attempt to escape..."

    Hiram pointedly shows the bandit the bloody arrow.

    "When Old Deadeye wants to punish, he makes me...very...accurate. You just stay put, and none a them shenanigans now."

    Hiram plants the arrow in the ground away from the prisoner, but still in his sight. He gets up, and steps toward his bow.

    Actions & Rolls:

    • Lay on Hands on Hog-Tied Bandit: 1d6 ⇒ 3
    • Standard action: Lay on Hands
    • Move equavilent: Dialogue?
    • 5ft step towards AO.8 for the bow; now in AN.8


    Male Human Cleric 2

    Wow, my apologies everyone, you've been moving pretty quickly! I'll keep up better. I'll edit this with a post in a minute, here.

    DM Max:
    Wow, again, my apologies. Here are some rolls for you:
    Stabilize (Round 3): 1d20 - 1 ⇒ (8) - 1 = 7
    Stabilize (Round 4): 1d20 - 2 ⇒ (19) - 2 = 17

    Looks like I stabilized on round 4. I will, obviously, continue to lie down.


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2
    Jamison Walker wrote:

    Wow, my apologies everyone, you've been moving pretty quickly! I'll keep up better. I'll edit this with a post in a minute, here.

    ** spoiler omitted **

    Jamison, You should be up and active. Because:

    Quote:

    Cinders places her hands on either side of Jamison's head. "Let the burning light return to you," she says, and her hands glow fiery red. Some of Jamison's wounds close over.

    Cure light wounds: 1d8 + 2 &#8658; (5) + 2 = 7

    Given that shouldn't you be a 4 HP?


    For Jamison:
    No worries! You were knocked to -2 hp in Round Three, and successfully stabilized in Round Four. Cinders healed you for 7 hp in Round Five, so you are now awake and can take an action for Round Six.

    EDIT: What Karthas said!


    Male Human Cleric 2

    Doh! Thanks, Cinders! That being the case...

    Jamison groans as he rises, takes a brief step forward, and channels the healing energy of Erastil.

    Round 6 Action
    Move Action: Stand from Prone
    Five Foot Step: To AH-28
    Standard Action: Channel Energy 1d6 ⇒ 2

    I believe that will catch Karthas, feeble though it is...


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2
    Jamison Walker wrote:
    I believe that will catch Karthas, feeble though it is...

    I'll take it :)

    Round 6:

    Karthas move to attack the wagon driver who recently shot him with a crossbow, and with the last of his fury slashes at the bandit.

    Move to AF-32, attacking d4

    Attack:1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 (Power Attack)
    Damage:2d6 + 7 + 3 ⇒ (5, 3) + 7 + 3 = 18 (Power Attack)

    Karthas will fall unconscious on his initiative in Round 7 (or sooner if he is hit) as his rage expires. Currently at 2 HP, will be at -2 after rage ends.


    Watching the wagon rumble by her, a look of frustration spreads across her face. As the horses' hooves splash into the shallows, a broad grin splits her face.

    Drawing on lessons learned from the local fey, Eseldra casts a grease spell on the four squares covering V29, V30, W29, and W30. Reflex save DC 16 for both horses. Then she moves into the shallows herself in case she has to cast again. I think she can get as far as U27.


    Female Human (Varisian) Oracle 2

    Cinders moves and attacks the wagon driver beside the one Karthas is attacking.

    Move to AF29, attack d3.
    Scimitar: 1d20 + 4 ⇒ (7) + 4 = 11
    Damage: 1d6 + 2 ⇒ (4) + 2 = 6
    Probably misses.


    Map Link

    Round Six (continued):
    The now-conscious Jamison stands up and takes a step toward the wagons. As he does so, he offers a brief prayer to Erastil, sending a burst of healing energies into his friends nearby.

    With a wicked grin, Eseldra casts a spell, causing an area of slick grease to materialize beneath the hooves of the horses pulling the lead wagon. The elf wizard then moves into the river crossing to get ahead of the wagon.

    A grievously wounded Karthas moves forward next to the second wagon and vents the last of his rage on the bandit that just shot him. With a mighty slash of his greatsword, the barbarian sends the bandit to face Pharasma’s judgment.

    Cinders moves forward to strike the driver of the second wagon with her scimitar. However, the bandit sees her coming and dodges in his seat, causing her blade to graze the side of the wagon.

    Hiram uses the blessing of Erastil to stabilize the hogtied bandit and return him to consciousness. The paladin scolds the bandit to stay put, then steps away to retrieve his bow.

    The horses of the lead wagon step on the greased area beneath them and stumble for a moment...
    Horse 1 Reflex save DC 16: 1d20 + 7 ⇒ (16) + 7 = 23
    Horse 1 Reflex save DC 16: 1d20 + 7 ⇒ (15) + 7 = 22
    ...but maintain their footing. The horses attempt to step slowly through the greased area...
    Horse 1 Acrobatics check DC 10: 1d20 + 4 ⇒ (5) + 4 = 9
    Horse 1 Acrobatics check DC 10: 1d20 + 4 ⇒ (20) + 4 = 24
    ...but one of the horses becomes spooked by the slippery conditions and refuses to move forward.

    The crossbowman in the lead wagon re-loads his weapon and fires at Eseldra...
    D1 Attack: 1d20 + 2 ⇒ (10) + 2 = 12 Eseldra MISS
    Damage: 1d8 ⇒ 8
    ...but his bolt flies wide as the wagon jolts to a halt.

    The driver of the second wagon tugs hard on the reins to guide the horses away from the stalled lead wagon. The horses swerve to the (1=left, 2=right; 1d2 ⇒ 2) right, and one of the horses gets caught up in a small copse of trees, causing the wagon to jerk to a stop.

    Tyr is up to conclude Round Six, then everyone else may act for Round Seven before the wagon drivers act.


    Eseldra will return fire on the crossbowman with her longbow.
    Attack: 1d20 + 4 ⇒ (5) + 4 = 9
    Damage: 1d8 ⇒ 7

    Her footing is too uncertain in the slippery rushing waters to allow a clean shot.


    Ride Check:1d20 + 3 ⇒ (17) + 3 = 20

    Handle Animal Check:1d20 + 4 ⇒ (19) + 4 = 23

    Tyr urges his mount forwards towards the still moving wagon.

    Heading for AJ-25 ish.


    Male Human Paladin: 2

    Hiram gathers his bow, draws an arrow, and waits for the driver to pull into his view on the river, intending to shoot him from where he stands.

    Actions & Rolls:

    • move action: Gather bow
    • standard action: hold action to shoot driver of wagon in the stream if they come into view.
    • Shot if taken: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14 range: 130 ft.
    • damage if applicable: 1d8 + 1 ⇒ (6) + 1 = 7


    Male Human (Varisian/Ulfen) Druid 3

    Euron urges his elk steed forward, gripping his over-sized trident tightly as he comes up along the side of a bandit.

    "Bout time you boys gave up... don't make us chase you down"

    With that, he stabs with his weapon, hoping to punctuate the suggestion.

    Single move for Tunica, 10 squares puts the elks lower left corner into Z-32, and stab with the ranseur's reach to X-30 (this would have Euron at Z-31 on the mount)

    Attack with Ranseur: 1d20 + 5 ⇒ (7) + 5 = 12
    Damage with Ranseur: 2d4 + 4 ⇒ (3, 4) + 4 = 11

    Niko bounds along, awaiting the next command from his master.

    Wolf likely to AB-33 or somewhere.


    Male Human Cleric 2

    Jamison spits absently, then follows in Karthas' trail, calling on the might of Ol' Deadeye to heal the wounded warrior.

    Move Action: Move to AF-31
    Standard Action: Cast Cure Light Wounds (converting my last 1st level spell for the day)
    Free Action: Deliver Touch spell to Karthas: 1d8 + 2 ⇒ (3) + 2 = 5


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2

    Just as the massive, scarred Kellid is about to fall, Jamison's spell of healing keeps Karthas on his feet. With a silent nod of apreciation to the priest, Karthas takes off after the wagon trying to cross the river and takes a wild swing at one of the wagon drivers.

    Move to X-31, and attack d2

    Attack:1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8 (fatigued)
    Damage:2d6 + 4 - 1 ⇒ (6, 3) + 4 - 1 = 12 (fatigued)

    Current AC = 14, Fatigued until the start of round 19.


    Female Human (Varisian) Oracle 2

    Cinders hurries over to the wagon caught in the trees. She holds her sword out at the driver. "Surrender and repent, or die!

    Move action to AC27.
    Ready action to attack the driver if he does anything other than surrender. Attack roll if necessary:
    Scimitar: 1d20 + 4 ⇒ (18) + 4 = 22
    Damage: 1d6 + 2 ⇒ (4) + 2 = 6
    Critical confirm: 1d20 + 4 ⇒ (12) + 4 = 16
    Critical damage: 1d6 + 2 ⇒ (1) + 2 = 3 + 2 fire

    He better hope he surrenders! :)


    Apologies for my unanticipated absence from the internet for the past few days. We now return to our regularly scheduled program...

    Round Six (concluded):
    Tyr urges his newly-acquired mount toward his companions’ battle with the wagon drivers.

    Round Seven:
    Euron urges Tunica to intercept the lead wagon and calls for the bandits to halt – emphasizing his point by skewering the driver with his ranseur, inflicting a mortal wound.

    Jamison follows after Karthas and casts a healing spell on the nearly unconscious barbarian.

    Eseldra fires another arrow at the lead wagon, her missile flying wide of its target.

    Karthas rushes forward to attack the driver of the lead wagon, but is beaten to the punch by Euron.

    Cinders hurries over to the wagon that crashed into the copse of trees. With her scimitar poised at the neck of the driver, flames flickering along the blade, the oracle calls for the bandit’s surrender.

    With his captive secure, Hiram picks up his bow and nocks an arrow to the string. The young paladin keeps a watch on the river, prepared to fire upon any wagons that appear in the crossing.

    The crossbowman in the lead wagon throws his weapon into the river and raises his hands above his head, shouting, ”Mercy! Mercy! I surrender!”

    The driver of the wagon that crashed into the copse of trees freezes in place with Cinders’ smoldering scimitar singeing his neck whiskers. ”Al-al-alright, Miss!” he says with a hoarse whisper. ”I’ll do whatever you say!”

    Great battle, folks! You each receive 450 xp, so by my calculations you should each have 3,245 xp.


    With the cries of 'Surrender' ringing out across the field Tyr slows and stops his mount. Quickly getting off the injured animal and passing the reigns on to those who can best tend the beast.

    He solemnly hands the scimitar back to Euron Kelredis with a deep nod and sincere thanks, then continues to walk to where is great sword lays. Picking up the weapon he immediately begins cleaning and inspecting it for any signs of damage after time in the dirt.

    After caring for and sheathing the blade he begins to go about clearing up the area of battle. gathering bodies, sorting items. Watching and listening to prisoners, both old and new.


    Male Kellid Human Barbarian 2 / Rogue (Scout) 2

    Karthas puts his blade away, catches his breath, and moves up into the wagon to speak to the shackled women.

    "Calm yourselves, we mean you no harm, give me a few moments and you'll be free."

    The Kellid looks around the wagon driver's body for the keys to the shackles, if there are no keys to be found, Karthas will begin picking the lock.

    Disable Device (Lockpick):1d20 + 8 ⇒ (17) + 8 = 25


    DM Max wrote:
    You each receive 450 xp, so by my calculations you should each have 3,245 xp.

    Oops! Make that total 3,445 xp - I forgot the 200 xp you each received for dealing with the grigs.


    Male Human (Varisian/Ulfen) Druid 3

    Euron stands and waits for Karthas to free the prisoners, while rewarding both Tunica and Niko with a rousing rub.


    Male Human Paladin: 2

    Hearing the calls for "Surrender!" and the end of the sounds of battle, Hiram walks back to his captive and kneels down so he is eye to eye with the bandit.

    "I am need to go check on m'friends, and I ain't gonna trust you to stay put, so guess yer comin' with me. You think we can be all civilized and such, or do I need t' drag you over there like a fine holiday hog set f'r dressin' out f'r the feast?"

    Diplomacy check:1d20 + 6 ⇒ (11) + 6 = 17 Hiram is attempting to secure the prisoners compliance, and to get him to move over to the main group willing. If not, he will drag him there.

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