GM Arkwright's Rise of the Whatlords (Inactive)

Game Master Arkwright

Battle Map


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Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

"Be alert! Over that ceiling..."
She points Ko'Kori towards the ceiling where he saw the creature.


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Malen runs over towards the others as the commotion begins, his whip already in his hand. What's going on? I missed whatever began this panic.


Three horn blows resound out from the cathedral center, hurried and shaky but loud. Ameiko looks concerned, then tries for determined. She grabs two pans and bangs them together hard, calling attention from the rest "Three blasts, that's an attack people, either get inside or get gone! And I'm g!#&!%n sure I saw a goblin, so we want to stick together!" She waves at Joshua. "What he said, get in!" She looks at you all with a silent entreaty for help. The crowd, varying between fear and bullishness, hesitates. "...maybe it's just an announcement or somethin'? Hemlock running a drill?"


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Joshua deep voice deepens, travelling far:
"This is not a drill! Get inside, now!"
I hope he can still use his last 30 Diplomacy roll
He keeps his bow ready to fire against the first enemy he identifies.


You absolutely can, I'll move us on after a post or two more


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Perception: 1d20 + 2 ⇒ (6) + 2 = 8


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3
Quee Greenriver wrote:
[dice=Perception]1d20 + 2

Quee was too busy enjoying the end of the festival to notice the shadowy form on the roofs. Thunderstones make marvelous music when not too close... Unlike many of the townsfolk, Quee liked the rain. Probably because he didn't have to work in it...

However, he did see and hear the people milling about now.

"Not a drill? What is it then?!"

He got next to Joshua, his commanding voice drawing his ears easiest.

Lurtema has always kept me safe before, but if this is horn-worthy, should I call him back to me?...


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

"Everyone to safety, NOW!" Kjell calls out, drawing back the arrow on the bowstring and bringing it up to point toward the cathedral. Although he still isn't sure where the threats are, he keeps at the ready, prepared to fire at the first monster he sees. Only a fraction of his concentration is devoted to something else--a message to Arne. Watch.


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Ko'Kori draws her sword from her back, but doesn't see anything, though she remains watchful.

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M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Malen moves closer to the others he met earlier, ready for anything as they wait for what comes next.


It comes with a trickle, then a wave. People streak down the street away from the cathedral, some screaming others crying others shoving people side that they might run ever-faster. Some bleed from flesh wounds to the head or side. As you watch, goblins appear on far-off rooftops and point and jeer, some flinging bricks before they disappear, heading deeper into town. A man is struck and falls into a gutter, out of sight and range. That hideous, pounding goblin song rises high into the air.

Some head for Ameiko's tavern; she opens the door and starts yelling at people to come in. A boy of nine runs at her and clutches her leg, crying "Mummy and daddy mummy and daddy Meiko they said to run but they couldn't Meiko!" Grimly, Ameiko grabs his hand and bends down. "I'll handle it, get indoors Aeren NOW, go, GO!" She tries to usher him in as she looks up at you all. "You've got twenty seconds; run, stay here or go help. No time for lily-livered dithering, tell me so I know what I need to do, NOW!" She manages to detach the child's grip from her and passes him over to an elderly halfling woman who takes him inside gently.

Over the town, plumes of smoke and fire slowly streak into the sky.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

"Defend this people, we will go face the goblins and help the people! My friends, now is the time to show what we are made of."
With his bow on one hand he casts a spell on Ameiko, Ko'Kori and Quee.
Casts Message on them.
He whispers something, and the three of them hear his deep voice clear, as if we was whispering their ear.
"This will help us keep communicated."


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

"All those able, to arms! Get the children and caretakers to safety!" Kjell continues shouting simple commands as he moves forward, dropping the bow to his side but keeping an arrow nocked. "Let us drive back the menace!"


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Malen unfurls his whip, What can I do?


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Ko'Kori begins to head off in the direction of the smoke, "You all coming?"

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Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

"Yes, we are..."


Ameiko looks relieved. She reaches out and grips Joshua's shoulder. "Thanks."

She turns, and heads back inside. "ALRIGHT EVERYONE, WE'RE GONNA SURVIVE TONIGHT SO I WANT A HEAD COUNT AND VOLUNTEERS TO GET MY WINDOWS BARRED, SHATTER ANY AND I SHATTER YOU, AND TO HEAD OUT AND FIND OTHERS TO BRING BACK HERE..."

The quickly-assembled group heads deeper into town, towards the cathedral. The goblin song booms loud overhead, and embers and smoke take it in turns to wash over you.

A quiet grinding comes from a rooftop, and suddenly a chimney collapses and slides off straight down amongst you, targeting 1d5 ⇒ 5 Quee. Reflex 1d20 + 2 ⇒ (14) + 2 = 16 She manages to dodge the worst of the bricks and dust and a goblin form lets out loud curses before scuttling away out of sight.

Eventually you reach the last corner before the cathedral plaza; screams and cackles echo from around the corner. In a gutter, a woman with red and grey hair lies dead and bloodied.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

When Ameiko gets into the inn, Joshua curses.
"Damn it! I should have kissed her!"
When she sees the dead woman his face hardens, and starts to sing with all the volume of his voice, trying to motivate everybody that can hear him, and defeat the signing of the Goblins.
Men of Harlech
"Men of Harlech, march to glory,
Victory is hov'ring o'er ye,
Bright-eyed freedom stands before ye,
Hear ye not her call?
At your sloth she seems to wonder;
Rend the sluggish bonds asunder,
Let the war-cry's deaf'ning thunder
Every foe appall.

He starts Inspire Courage (Su): You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Performance (Sing): 1d20 + 11 ⇒ (17) + 11 = 28


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Quee gasped. Though he'd had to defend himself before, happening upon a fresh corpse was another story.

"Why would they do something like this?!"

Emotion choked him at first, but the sadness and shock quickly turned to anger. He began to call upon Lurtema, going through the motions as he was shown.


So, sing and run around the corner and combat on? Or any other way you'd like to approach this?


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

In Joshua case it is sing, turn the corner, and fill the goblins with arrows.


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Kjell slowed to a trot, then stopped entirely, upon seeing the body. He pauses briefly beside it, his gaze going over the woman's too-still form, the wounds and the blood marring her flesh. Too soon. Sad. Though the others may not see it, his eyes become watery with tears for a moment, and he reaches out to close the woman's eyes and whisper a brief prayer. He then stands, blinking, and his eyes once more take an icy blue color as he steps around the corner, ready to start shooting. To me, Arne.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

His recent acquaintances' appearance comforted somewhat, while Joshua's song gave him the resolve to be vigilant against this new threat.

"I am calling on a friend of mine to come to our aid. We can't let these vicious thugs get away with this!"

9 rounds left on summoning.


The group rounds the corner to a scene of chaos and horror.

Carts have been lit ablaze, some full of fruits being slowly burnt into crisps, others of fireworks sending sparkles and smoke shooting into the air. Goblins fill the plaza, battle-armed and armored. They jeer and point and play with terrified people trapped in groups between them, running forward to stab at a defensively-raised arm before grinning and cartwheeling back. Up on the stage, Father Zantus' blue robe is stained an ugly red as a triumphant goblin pulls its dagger from his breast; on the ground, an acolyte desparately tries to remember the signs and words necessary to save his master. Red-haired Mayor Deverin has been left alone by the goblins up on the stage as she frantically calls for people to run, for the Sheriff's watchmen to come. Near her, to the east, lies a brown-furred dog dead on the ground, an ugly goblin knife sticking up from its body.

And all through this, the foul goblin song pounds forth from three goblin warriors with shiny metal bangles and chains dangling from their helmets and arms, setting up a hideous metallic crescendo with every movement.

Initiative
Kjell 1d20 + 4 ⇒ (15) + 4 = 19
Joshua 1d20 + 6 ⇒ (9) + 6 = 15
Ko'Kori 1d20 + 6 ⇒ (1) + 6 = 7
Malen 1d20 + 4 ⇒ (8) + 4 = 12
Civillians 1d20 ⇒ 12
Gobbos 1d20 + 4 ⇒ (3) + 4 = 7

Order
Kjell
Joshua, Malen, Ko'Kori, Civillians
Goblins

The battle is on.


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Kjell instantly brings up his bow and fires at the nearest of the goblins as he rounds the corner to the scene, setting his jaw and narrowing his eyes at the mayhem and destruction. "Guide my aim, that I might rid the world of these foul vermin," he whispers, then lets fly two arrows in a breath's span, both aiming for the goblin in the center of the square. 5-foot step forward with Rapid Shots going out, both for the (I'm guessing) singing goblin in the square.

Attack 1: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Attack 2: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Joshua advances 30' while singing with his deep voice drowning the Goblin shrieking chant.
"Echoes loudly waking,
Hill and valley shaking;
'Till the sound spreads wide around,
The foes's courage breaking;
Your foes on every side assailing,
Forward press with heart unfailing,
'Till invaders learn with quailing,
Cambria ne'er can yield!"

He keeps Inspire Competence as a Free action, round 2/11.
When he gets at 30' of the Goblin warchanter, let lets an arrow fly towards it.
+1 for point blank shot, +1 for inpire courage, both attack and damage.
Attack Composite Shortbow: 1d20 + 9 ⇒ (11) + 9 = 20
Damage Composite Shortbow: 1d6 + 4 ⇒ (5) + 4 = 9


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Malen strides forward, holding his whip ready to attack any goblins who approach, Have at you!

Readied Action triggered:
Malen lashes out with his whip and sends a goblin tumbling to the ground,
Trip: 1d20 + 13 ⇒ (18) + 13 = 31


Kjell's arrows fly true, sending the goblin to its knees, blood pouring from its wounds; with a furious curse it rises though and turns, pointing at the newcomers. Many goblins turn, and grin. They don't grin too much however, as Joshua's keen arrow downs their Warchanter.


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Ko'kori charges down the nearest goblin.

Activate Judgment Justice (+2 to Hit) and Power Attack

Slash: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 10 ⇒ (3) + 10 = 13

Slash Crit Confirm: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 10 ⇒ (1) + 10 = 11


Ko'Kori, the map has you out of range of all goblins I believe.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Quee poked his head around the corner and sees the battlefield. Good heavens! With so many goblins and so many dead, Lurtema's arrival would take too long to save some of the living.

He cancelled his ritual, instead needing to rely on his own conjuration techniques. Not what his father had in mind for him, but still effective in its own right, he opened a portal, reaching through the void with his will...

5' to L24.

Using the Summon Monster spell-like ability. It takes one round to complete.

At the start of the next round:

An eagle flew forth through the opening. More muscular than most of its kin, the creature was bolstered by Quee's talent. He directed it with his mind towards the goblin on the other side of Joshua.

Fly 80' should permit that.

Charge: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Quee accompanied his bird at a slower pace. Move to N18. Standard action TBD.


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage
GM Arkwright wrote:
Ko'Kori, the map has you out of range of all goblins I believe.

Even if she charges? That would let her move double her distance... EDIT: Just checked the map, he is right, even with a double move... maybe you can delay or ready a charge against anyone coming for us?


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

You can't ready a charge unfortunately. I think I will instead move up and cast Divine Favor.

-Posted with Wayfinder


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Quee, a summoner's summon monster spell-like ability is only a standard action, so you should be able to take a full move the first round if you like, and your eagle would probably be able to attack on that first round as well.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3
Kjell Strongarm wrote:
Quee, a summoner's summon monster spell-like ability is only a standard action, so you should be able to take a full move the first round if you like, and your eagle would probably be able to attack on that first round as well.

Right you are! Sorry - this is my first summoner. Let us assume that is what happened.


Quee, I'll slot you in initiative with Joshua, Malen and Ko'Kori

Quee's summoned eagle fails to strike true, the goblin easily batting it away.

Civillians' turn

With you as distraction, those who can make a break for it, running for the edge of the square; men and women of all sorts. Up on the stage the mayor again tries to order the townspeople to find safety, while Zantus' acolyte manages to stabilize his master.

Gobbo's turn

Intruiged at the sight of you, the goblins turn and streak across the plaza to confront their new foes. Firstly, their Warchanters summon globs of grease and throw them at you.
Reflex save against DC 13 or be prone for Ko'Kori, Malen and Joshua please.

Two goblins draw spears and throw them at Malen.
1d20 + 5 ⇒ (17) + 5 = 22 1d6 + 1 ⇒ (6) + 1 = 7
1d20 + 5 ⇒ (2) + 5 = 7 1d6 + 1 ⇒ (5) + 1 = 6

Two more warriors move up and attack, aiming crude maces for Joshua's shins and tendons.
1d20 + 3 ⇒ (11) + 3 = 14 1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (15) + 3 = 18 1d6 + 1 ⇒ (5) + 1 = 6

One goblin hacks at Quee's eagle
1d20 + 3 ⇒ (1) + 3 = 4 1d6 + 1 ⇒ (3) + 1 = 4

A final goblin turns and gleefully smashes its mace at a cowering civillian bracing to run.
1d20 + 3 ⇒ (18) + 3 = 21 1d6 + 1 ⇒ (1) + 1 = 2
The man howls as the mace crushes bones and cuts veins.

Go Kjell


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Kjell takes another step forward and raises his bow, but he grins as he feels Arne swoop down and land gently on his head. The bird's presence fills him with confidence as he draws two more arrows and lets them fly at another singing goblin. 5-foot step and Rapid Shot, Arne has cast guidance as a spell-like ability to give Kjell a +1 bonus on his first attack roll.

Attack 1: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Attack 2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Reflex: 1d20 + 5 ⇒ (4) + 5 = 9


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Reflex Save DC 13: 1d20 + 7 ⇒ (11) + 7 = 18
Joshua agility serves him well, and manages to avoid slipping in the grease, and one of the attacks against him. But the other goblin manages to hit him hard in the shin, almost making him stop signing.
But he steels himself, takes a step back (to Q19) and fires against the closest Goblin.
"Mid the fray, see dead and dying,
Friend and foe together lying;
All around, the arrows flying,
Scatter sudden death!
Frighten'd steeds are wildly neighing,
Brazen trumpets hoarsely braying,
Wounded men for mercy praying
With their parting breath!"

He keeps Inspire Competence as a Free action, round 3/11.
+1 for point blank shot, +1 for inspire courage, both attack and damage.

Attack Composite Shortbow: 1d20 + 9 ⇒ (8) + 9 = 17
Damage Composite Shortbow: 1d6 + 4 ⇒ (3) + 4 = 7


Need Ko'Kori


Female Human Inquisitor 3 (HP 27/27| AC:18 | T:12 | FF:16 | CMB:6 | CMD: 18 | Fort:+6| Ref:+4 | Will:+8 | Init:+6 | Perc:+8 | Speed 20)

Oops sorry I missed that.

Reflex: 1d20 + 4 ⇒ (20) + 4 = 24

Ko'Kori five foot steps up to the goblins attacking Malen and slashes at one.

May I use my prior attack roll, or roll a new one?


Kjell's arrow finishes off the wounded goblin; with a terrifying strike, Ko'Kori beheads another with a balletic stroke of her blade.

Need Quee's turn


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Quee repeated the process with his eagle. He was always a fan of the avians, their freedom of flight appealing to him.

Unfortunately, many of the townsfolk would never walk again, let alone see something fly.

Protect us, my friends!

Charge: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d4 + 3 ⇒ (2) + 3 = 5


Quee, are you summoning a second eagle which you must be a Master Summoner to do, or are you not doing anything this turn and just letting your eagle act?


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

I apologize for the confusion on my part: The eagle is the same.

Quee focused inward a moment, drawing upon one divination he knew. The sight beyond sight granted to him allowed the summoner to gaze at the magical bindings on the material plane. What sorceries lie here that would draw in these intruders?

Detect magic, cone centered on the mayor.


Quee's eagle scratches and bites, sinking deep, almost downing the goblin.
1d20 + 3 ⇒ (18) + 3 = 21 1d4 + 2 ⇒ (2) + 2 = 4
1d20 + 3 ⇒ (9) + 3 = 12 1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 3 ⇒ (19) + 3 = 22 1d4 + 2 ⇒ (3) + 2 = 5

Quee detects the presence of magic.

Enemies' turn

With more goblins falling every second, they curse and turn even more of their attention away from the townspeople, allowing a few to scarper away. They howl cries in time with their warchanters, setting up a furious tattoo to bellow through the evening light.

Two goblins go for Quee's eagle. They succeed, downing it in a flash.
1d20 + 6 ⇒ (19) + 6 = 25 1d6 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
1d20 + 6 ⇒ (8) + 6 = 14 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10

One tries to tumble over Malen's fallen head, succeeding.
1d20 + 8 ⇒ (13) + 8 = 21

Two goblins swing at Malen's prone form.
1d20 + 6 ⇒ (15) + 6 = 21 1d6 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10
1d20 + 6 ⇒ (13) + 6 = 19 1d6 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8

Another aims a stab at Ko'Kori's shin for Ko'Kori.
1d20 + 6 ⇒ (14) + 6 = 20 1d6 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6

The warchanters throw Javelins furiously at Joshua.
1d20 + 5 ⇒ (8) + 5 = 13 1d4 ⇒ 2
1d20 + 5 ⇒ (4) + 5 = 9 1d4 ⇒ 3

Go everyone.


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

Malen groans as he feels two vicious blows connect, and he attempts to rise. When he's on his feet, he steps away and lashes out with his whip, this time aiming to tear flesh, rather than to incapacitate.
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d3 + 4 ⇒ (3) + 4 = 7


Male Human (Kellid) Bloodrager (Primalist, Untouchable Rager) 10/VMC Ranger | HP 115 | AC 15, touch 15, FF 13 | Fort +13, Ref +8, Will +7 | Init +6, Perception +14

Kjell continues to step forward slowly but surely, firing arrows--now at the singing goblin to his right, by a wagon in flames. He draws two more of his deadly missiles, and Arne lets out a triumphant screech, bolstering him on. 5-foot step, Arne uses guidance, and Kjell uses Rapid Shot. In case it wasn't clear last round, I'm now remembering to factor in Joshua's Inspire Courage for the +1 to attack and damage.

Attack 1: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Attack 2: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


M Half Orc Fighter(Lore Warden)/3 (HP 4/30| AC:16 | T:12 | FF:14 | CMB:11/13 | CMD:24/25/26 | Fort:+7 | Ref:+5 | Will:+4 | Init:+4 | Perc:+4 | Speed 30)

I forgot about inspire courage, so Malen's last attack was 17 to hit and 8 damage.


M Half-elf: AC 15/11/14 / HP 21 / F +2 R +2 W +3 (+2 vs. Enchants) / Init. +1 / Perc. +2/ S. Motive +0 Story Summoner / 3

Quee takes advantage of the thinning numbers on the goblins' side; he rushes forward to escort the mayor off the dias.

Double move to I11.

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