Kingmaker AP with GM Mustache (Inactive)

Game Master Mustachioed

Start: Pharast 1, 4710
Current Day: Gozran 10, 4710

Kingmaker Stats
Kingdom Building: City Buildings and Terrain Improvements
Mass Combat
Roll20 link


701 to 750 of 1,648 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>
Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Pygmy gets excited by Sigurd's song. It's quickly becoming his favorite music.
He snarls at the approaching bandit and lowers his head to attack!

Rhino Horn Goring: 1d20 + 2 + 3 ⇒ (12) + 2 + 3 = 17 BAB+Str
Rhino Horn: 1d8 + 4 ⇒ (3) + 4 = 7 Strx1.5

He gives the bandit a deep slash across the abdomen!


Diceros the Half-Elf Druid wrote:


All those bandits have to re-save each round they are in the tangle, right?
I might suggest to our fellow players that you take a step back from the front line and see who we can entangle when they move to follow.

Yes, I will re-save for all of them before they act again

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd continues his song of battle as he moves up to the bandit right in front of him and takes a mighty swing with his hammer.

I think it's number 3 that Sigurd walked up to. Can't quite tell with the overlap.

Earthbreaker hit: 1d20 + 1 + 3 + 1 ⇒ (11) + 1 + 3 + 1 = 16 BAB + STR + song
Earthbreaker damage: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16 1.5*STR + song


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

I was hoping Rai could use that fortune roll for init since I knew I'd only be able to get him one round of fortune without a move action to use cackling. I didn't really know how to say that in character other than what I said about acting quickly. Ah well...

Arlen replies to Brokk'r's question "Indeed I would love to enable further Brobdingnagian exploits by you but such things take planning ahead that I did not manage this time..."

Didn't prepare that spell today. Also, 1 full round casting time makes it mostly useful when cast right before a fight :P

Arlen decides to give his dwarven friend the next best thing he can manage and begins laughing maniacally while trying to keep himself in a safe position.

Fortune on Brokk'r and cackle. I think I have some sort of cover behind this tree from which to laugh like a mad-man.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Yeah, I know. I usually play casters. And I checked your spell list, but Brokk'r doesn't know anything about magic or your profile.

Sigurd's song really gets Brokk'r's blood pumping. The dwarf bashes the nearest bandit in the face with his shield, then follows with a right hook (full-round action).

Shield Bash Attack: 1d20 + 2 + 4 - 4 ⇒ (11) + 2 + 4 - 4 = 13 BAB+STR-TWF
Shield Bash Attack (Fortune): 1d20 + 2 + 4 - 4 ⇒ (18) + 2 + 4 - 4 = 20

Shield Bash Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Cestus Attack: 1d20 + 2 + 4 - 8 ⇒ (19) + 2 + 4 - 8 = 17 BAB+STR-TWF
Cestus Critical Confirmation: 1d20 + 2 + 4 - 8 ⇒ (13) + 2 + 4 - 8 = 11 (i doubt that confirms)

Cestus Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Cestus Critical Damage: 1d4 + 2 ⇒ (2) + 2 = 4 (just in case)


Recognizing the danger of the dual-axe wielding bandit leader, Ike lunges at her in a grapple! He succeeds!

Grapple: 1d20 + 1 + 3 + 2 ⇒ (11) + 1 + 3 + 2 = 17 BAB+STR+IMPROVED Grapple


ROUND 1 SUMMARY!

While Ike grapples the bandit leader, those around him do significant damage to the bandits front lines. Brokk'r ends one with a punch to the face! Sigurd crushes one in the chest! Pygmy and Diceros both end one of those injured by Rai's bomb!

Rai drinks an extract and Arlen hides behind a tree and laughs.

You nearly extinguished their whole front line!

ROUND 2!

Though entangled, five bandits draw back their bows and release! Yelling to each other, they coordinate their shots, and Pygmy, Diceros, Sigurd, Brokk'r, and Ike all get one arrow directed their way. Pygmy is hit for 3, Diceros is hit for 2 (crit did not confirm). Despite Ike's body being shielded some by Kressle, an arrow still finds him for 8 damage. Sigurd and Brokk'r block the hits with their armor, and the arrows bounce off harmlessly.

Unable to swing her axes, Kressle is left with no choice but to try to break Ike's grapple! She fails!

The final bandit follows Rai as he takes a step back, and swings at him. He misses!

GM-Screen:

bandit longbow to-hit p: 1d20 + 2 ⇒ (18) + 2 = 20
bandit longbow damage: 1d8 + 0 ⇒ (3) + 0 = 3
bandit longbow to-hit d: 1d20 + 2 ⇒ (20) + 2 = 22
bandit longbow damage: 1d8 + 0 ⇒ (2) + 0 = 2
bandit longbow to-hit s: 1d20 + 2 ⇒ (1) + 2 = 3
bandit longbow damage: 1d8 + 0 ⇒ (4) + 0 = 4
bandit longbow to-hit b: 1d20 + 2 ⇒ (6) + 2 = 8
bandit longbow damage: 1d8 + 0 ⇒ (7) + 0 = 7
bandit longbow to-hit i: 1d20 + 2 ⇒ (17) + 2 = 19
bandit longbow damage: 1d8 + 0 ⇒ (8) + 0 = 8
bandit longbow confirm d: 1d20 + 2 ⇒ (11) + 2 = 13
bandit longbow extra crit damage: 1d8 + 0 ⇒ (3) + 0 = 3
break grapple: 1d20 + 5 ⇒ (9) + 5 = 14
bandit shortsword rai: 1d20 + 2 ⇒ (8) + 2 = 10
bandit damage: 1d6 + 1 ⇒ (4) + 1 = 5

EVERYONE GO!


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai attacks the bandit with his curved blade.

curved blade: 1d20 + 4 ⇒ (3) + 4 = 7

Miss!

Is fortune the next round or next roll?

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros, annoyed by the arrow in his side, decides the best way to reach the bandits trapped in the weeds is to add a little surprise next to them. He spontaneously summons a dire rat right in the middle of some of the trapped bandits (between 4, 2 & 7. also a bit confused with spell description...says casting time is 1 round, but also says the summoned animal acts immediately on my turn. if it does act now, this is what happens...).

The rat, of course, first has to avoid the weeds itself, which it barely does!
Reflex against DC13: 1d20 + 5 ⇒ (9) + 5 = 14

Then, it jumps at the back of one of the bandits and tries to bite his neck. bandit #4
Bite Attack: 1d20 + 1 ⇒ (16) + 1 = 17 bite+1
Damage: 1d4 ⇒ 3 plus a disease. haha!

Then, Diceros tasks Pygmy with doing some more dirty work. "Attack Pyg!"
Handle Pygmy DC:10: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9 +compentency +skill....and there's the 1/20 chance I fail! not sure what he does then...online suggestion is that Pyg's next behavior is at the GM's whim. have fun!


Rai Zon wrote:

Rai attacks the bandit with his curved blade.

[Dice=curved blade]1d20+4

Miss!

Is fortune the next round or next roll?

Arlen should correct if I'm wrong; Fortune lasts one round normally but he has been extending it so you should be good


Diceros-- the rat won't show up until the beginning of your next turn and acts right away. Sorry. Yeah, the wording on those spells in confusing, but summoning always takes a bit.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd, still singing, wades into the mess of vines and toward the entangled bandit right in front of him.

Reflex: 1d20 + 4 ⇒ (13) + 4 = 17

As the song reaches a peak in melody and volume, Sigurd brings his hammer down on the bandit.

Earthbreaker hit: 1d20 + 1 + 3 + 1 ⇒ (20) + 1 + 3 + 1 = 25 BAB + STR + song

Earthbreaker damage: 2d6 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8 1.5*STR + song

Earthbreaker Crit Confirm: 1d20 + 1 + 3 + 1 ⇒ (16) + 1 + 3 + 1 = 21 BAB + STR + song

Earthbreaker Crit Damage: 2d6 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12 1.5*STR + song

Earthbreaker Crit Damage: 2d6 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7 1.5*STR + song

The Earthbreaker is x3 for crit. That's 27 damage total, if I did the math right


Doesn't matter in this case because he is jelly, but the crit card allows you to disarm your opponents shield. (Pretty lame crit card)


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

attack with fortune reroll: 1d20 + 4 ⇒ (17) + 4 = 21

damage: 1d10 + 4 ⇒ (4) + 4 = 8

str 16 instead of 14 for +3 to hit, BAB +1; damage +3 + 1.5 str for two handed


All of these two handed weapons means Sigurd's song is quite a bit better than a normal bard song! Cause it boosts damage by 1.5 instead of 1.


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None
GM Mustache wrote:
Rai Zon wrote:

Rai attacks the bandit with his curved blade.

[Dice=curved blade]1d20+4

Miss!

Is fortune the next round or next roll?

Arlen should correct if I'm wrong; Fortune lasts one round normally but he has been extending it so you should be good

Yeah, I'm kind of confused by how that interacts with a surprise round too. In the surprise round, I fortuned on Rai as my standard. In the next round, I fortuned Brokk'r and cackled as a move. Does that mean Rai's fortune is just barely continuing and he won't get another unless I cackle next round too while Brokk'r's has a round left if I didn't cackle anymore? I don't know... As far as I know, it's really up to you. Surprise rounds make it kind of weird...

Gotcha, Brokk'r. I appreciate the RP.

Arlen cackles at his comrades success and moves somewhat closer to the fray. He beams, showing his long, yellowed teeth as he grins at his slimiest friend. He attempts to join cheerily into Sigurd's song but doesn't know the words or tune so it ends up being

"HAHAHAHA! We smash the bandits because they're bad! HAHAHAHA! We will make them deathly sad! HAHAHAHA!

5 ft step, fortune on Ike, and cackle. Just so you guys know, you can choose which d20 roll to use the fortune on as long as you decide before seeing the non-fortune roll. So if you feel confident you can hit, feel free to use it on a save, ability check, or whatever.


Ike turns his morphic weapon into a dagger form, and attempts to stab Kressle while maintaining his grapple.

grapple: 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19

Successfully holding the grapple, he stabs.

morphic weapon damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Brokk'r slams Kressle with his shield.

Shield Bash Attack: 1d20 + 2 + 3 + 1 ⇒ (1) + 2 + 3 + 1 = 7 BAB+STR

Shield Bash Attack fortune: 1d20 + 2 + 3 + 1 ⇒ (1) + 2 + 3 + 1 = 7 BAB+STR

Shield Bash Attack confirm fumble: 1d20 + 2 + 3 + 1 ⇒ (5) + 2 + 3 + 1 = 11

Well, that was impressive rolling. That's what happens when it is left to me.

Brokk'r overextends to reach Kressle, and pulls his bicep muscle. He takes d4: 1d4 ⇒ 4 strength damage.


ROUND 2

Sigurd reduces a bandit to quivering jelly; Rai nearly decapitates a bandit, but it is hanging on by a thread.

Diceros starts to cast an elaborate spell, and in the midst of it, can't properly direct Pygmy, who just lowers his head to the stream and takes a big drink.

Ike continues his grapple and stabs the bandit boss. Arlen hexes and cackles.

Poor Brokk'r, in a fit of bad luck, badly injures himself.

ROUND 3

The bandits quickly realize that spreading their attacks apart is reducing their effectiveness. With yells, they communicate with each other and decide to all target Sigurd, in hopes to bring down their enemy one at at time. This works much better, as two arrows slam into Sigurd's chest, doing 11 points of damage.

Kressle does her best to escape from Ike's grasp. She doesn't feel like there are many other options. She succeeds and takes a five foot step back.

The final bandit squares off against Rai, but the blow clangs off of some invisible armor that surrounds Rai's body!

GM-Screen:

bandit longbow to-hit: 1d20 + 2 ⇒ (16) + 2 = 18
bandit longbow damage: 1d8 + 0 ⇒ (6) + 0 = 6

bandit longbow to-hit: 1d20 + 2 ⇒ (20) + 2 = 22
bandit longbow damage: 1d8 + 0 ⇒ (5) + 0 = 5

bandit longbow to-hit: 1d20 + 2 ⇒ (2) + 2 = 4
bandit longbow damage: 1d8 + 0 ⇒ (4) + 0 = 4

bandit longbow to-hit: 1d20 + 2 ⇒ (10) + 2 = 12
bandit longbow damage: 1d8 + 0 ⇒ (2) + 0 = 2

bandit longbow to-hit confirm: 1d20 + 2 ⇒ (4) + 2 = 6
bandit longbow damage: 1d8 + 0 ⇒ (3) + 0 = 3
bandit longbow damage: 1d8 + 0 ⇒ (8) + 0 = 8

break grapple: 1d20 + 5 ⇒ (14) + 5 = 19

bandit shortsword: 1d20 + 2 ⇒ (16) + 2 = 18
bandit damage: 1d6 + 1 ⇒ (5) + 1 = 6

bandits
Diceros/Pyg
Sigurd
Arlen
Rai
Ike
Brokk'r

Go if you are bold! The rat appears and you can take its attack, Diceros.

Sigurd, I failed to confirm a crit threat that would have reduced you to 0...

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

I'm OK with your poor confirmation rolls

Sigurd yells out in pain as arrows make it past his armor. In spite of loosing a fair amount of blood, his song only gets louder.

He cries out, "I could use a little help over here!" as he steps further in and brings his hammer down on another one of the entangled bandits.

Earthbreaker hit: 1d20 + 1 + 3 + 1 ⇒ (9) + 1 + 3 + 1 = 14 BAB + STR + song
Earthbreaker damage: 2d6 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13 1.5*STR + song


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Well last time I should have healed in combat and didn't...

Arlen calls out to his tall, strong friend while moving slowly toward him, having some difficulty moving and laughing at the same time.

"HEEHEEEHEE! I can patch you a little bit if you can get closer to me!"

Arlen then looks at the bandit south of Sigurd and grins while laughing. His laughing then reaches an absolutely maniacal and shrill height as he hurls his voice at the bandit.

Sonic Damage: 1d6 ⇒ 1

5 ft step toward Sigurd. Cackle to maintain fortune on Ike and Brokk'r. Ear-piercing scream on bandit 1. DC 16 fort save for half damage and no daze. Failed save means full damage and dazed for 1 round.

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros smiles as the rat appears on the battlefield, causing the bandits around him to startle.

He says, "Hey Pygmy, I get it. You want a treat first!" and casts Magic Horn Fang on him. Then he shouts, "Now attack!"

Handle Pygmy DC:10: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14 +compentency +skill

Now, the rat also leaps into action, actually attacking the bandit from behind, just like Diceros imagined last round.

Reflex for Entangle: 1d20 + 5 ⇒ (17) + 5 = 22

The dire rat leaps clear of the vines and attempts to leap onto the back of the bandit.
Bite Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Bite Damage: 1d4 ⇒ 1

But, it misses!

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Pygmy enjoys the magic song, the glowing nose, and the refreshing drink, and leaps into the stream into action.

First, he dodges the vines.
Reflex save DC13: 1d20 + 5 ⇒ (20) + 5 = 25

Then, he makes straight for the nearest bandit with his glowing horn lowered.
Rhino Horn Goring: 1d20 + 2 + 3 + 1 ⇒ (13) + 2 + 3 + 1 = 19 BAB+Str+buff
Horn Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Strx1.5+buff


Redirecting Arlen's to bandit 6, because Pygmy takes out #1.

ROUND 3

Sigurd, with two arrows sticking out of him, is not slowed down, but swings again, ending another life. Pygmy, magically enhanced, runs a bandit through with his horn!

Arlen screams a magic yell at bandit #6, who reels from the sound, and stands there dazed!

bandit fort: 1d20 + 3 ⇒ (5) + 3 = 8

ROUND 4

Kressle is mad! Free from Ike's grapple, she finally has a chance to do real damage. She steps forward and swings both handaxes at him! One hits for 4 damage.

Both of the remaining archers target Sigurd, seeing this beast of man so easily put down two of their friends in just two swings! They miss!

GM-Screen:

kressle handaxe to-hit: 1d20 + 5 ⇒ (13) + 5 = 18
kressle handaxe damage: 1d6 + 3 ⇒ (1) + 3 = 4

kressle handaxe to-hit: 1d20 + 5 ⇒ (6) + 5 = 11
kressle handaxe damage: 1d6 + 3 ⇒ (1) + 3 = 4
bandit longbow to-hit: 1d20 + 2 ⇒ (3) + 2 = 5
bandit longbow damage: 1d8 + 0 ⇒ (1) + 0 = 1
bandit longbow to-hit: 1d20 + 2 ⇒ (2) + 2 = 4
bandit longbow damage: 1d8 + 0 ⇒ (4) + 0 = 4

bandits
Diceros/Pyg
Sigurd
Arlen
Rai --can go twice
Ike --can go twice
Brokk'r --can go twice

Go if you are bold!

Botting takes me quite a bit of time, like yesterday it took me 30 minutes to bot people and do everything, so generally I will delay actions instead of botting people. If I feel like things are really hairy I will bot


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen smiles, seeing Pygmy, Sigurd, and the team's magic doing such fine work. He looks over at Kressle and gives her a withering glare.

"Better surrender or you'll die horribly"

He then laughs uproariously at his own humor.

Evil eye on Kressle. DC 16 will save or -2 to attack rolls for 8 rounds. If she makes her save, it lasts 1 round but is then extended by cackle so... :) Also, I keep 5 ft stepping.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai comes out of delay and attacks his bandait with verve!

attack with curved blade: 1d20 + 4 ⇒ (8) + 4 = 12

fortune attack: 1d20 + 4 ⇒ (18) + 4 = 22

damage: 1d10 + 4 ⇒ (8) + 4 = 12


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen cheers as Rai's blade cuts deep into a bandit.

"Bravo! Bravo! Keep up the lovely work!"

Nice, Rai! Keep it up! You get to go twice because of delay.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd wants to keep this going. He sings even louder as moves up within range of Kressle. Again, he swings his hammer.

Earthbreaker hit: 1d20 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6 BAB + STR + song

Earthbreaker damage: 2d6 + 4 + 1 ⇒ (2, 4) + 4 + 1 = 11 1.5*STR + song

Well, there that goes...

Earthbreaker Fumble Confirmation: 1d20 + 1 + 3 + 1 ⇒ (13) + 1 + 3 + 1 = 18


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Bummer, Sigurd! I was torn between fortuning you and evily eyeing the boss...

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros tells Pygmy, "Go attack the leader! Gang up!"

Handle Pygmy DC:10: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11 +compentency +skill

Meanwhile, he ignores his own advice and instead drops the spear and draws another javelin from his back, throwing it at one of the bandits in the weeds.
Javelin Throw: 1d20 + 4 ⇒ (5) + 4 = 9 +1 BAB +3 Dex
Javelin Damage: 1d6 + 2 ⇒ (5) + 2 = 7 +Str

but so far, Diceros has never been able to hit someone with a javelin!

He then watches as the rat at least grabs at the bandit's legs and tries to bite down.
Reflex for Entangle: 1d20 + 5 ⇒ (19) + 5 = 24
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 2

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Pygmy dashes north through the entanglements...

Reflex: 1d20 + 5 ⇒ (18) + 5 = 23

...and reaches Kressle, where he puts himself and Rai in a flanking position. Let's see how she likes having a rhino coming at her from behind!
Gore Attack: 1d20 + 2 + 3 + 1 + 2 ⇒ (13) + 2 + 3 + 1 + 2 = 21 +BAB +Str + buff + flank
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Pygmy guesses she doesn't like it much at all.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

Brokk'r grunts through the pain and continues the assault on Kressa.

Shield Bash Attack: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 BAB+STR
Shield Bash Attack (Fortune): 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Shield Bash Damage: 1d6 + 3 ⇒ (1) + 3 = 4

second round
Shield Bash Attack: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Shield Bash Attack (Fortune): 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Shield Bash Damage: 1d6 + 3 ⇒ (1) + 3 = 4


ROUND 4

As Rai cuts through the dazed bandit, a one-two-three combination of Pygmy and Brokk'r finally brings down the female bandit leader. Seeing their leader fall, and with only two of them left, the other bandits hold up their hands to surrender.

But at that moment, there is a rustling in the bushes and shrubs and the three bandits come back, each holding an odd assortment of berries and twigs, looking nothing like the herbs they were sent to get. They gape at their friends, cut down and dying on the ground. The two entangled bandits yell out, "Run! To the Stag Lord! Tell him we were betrayed!" And they lift their bows and fire to hold you back.

You have another round or maybe two to try to slow down or end these new arrivals. They will try to escape off the southern edge of the map!

ROUND 5

The two entangled archers fire at Sigurd. He is hit twice for 6 damage!

This does provoke from the rat.
Attack: 1d20 + 1 ⇒ (18) + 1 = 191d4 ⇒ 2

GM-Screen:

bandit longbow to-hit: 1d20 + 2 ⇒ (14) + 2 = 16
bandit longbow damage: 1d8 + 0 ⇒ (3) + 0 = 3

bandit longbow to-hit: 1d20 + 2 ⇒ (16) + 2 = 18
bandit longbow damage: 1d8 + 0 ⇒ (3) + 0 = 3

bandits
Diceros/Pyg
Sigurd
Arlen
Rai --go twice
Ike --go twice
Brokk'r


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Where are our mounts? Would it be practical to use them in this terrain, other than the entangle?

Arlen snarls when the bandits appear from the woods then turns, smiling, to Diceros. "My dear friend, do you think that you and your companion could help deal with those? I'm going to tend to our singing champion." Arlen rushes over to Sigurd and lays a kind hand on his shoulder.

CLW: 1d8 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros spots where the bandits are heading and sprints to head them off. He tries to dash straight through his own weed entanglements, but gets caught!

Reflex DC13: 1d20 + 3 ⇒ (6) + 3 = 9

"Pygmy, get down there and get them!"
Handle: 1d20 + 8 ⇒ (20) + 8 = 28

Grand Lodge

Male HP 7/22 | AC: 21 Touch: 12 FF: 14 CMD:15 | F:+5 R:+5 W:+1 | Init: +2 Per: 7 Current Buffs: None | Current Debuffs: none

Reflex: 1d20 + 5 ⇒ (6) + 5 = 11 Pygmy snorts and tries to sprint through the entanglements himself....but he also gets caught up!

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd moves back into the tangle of vines, ready to finish off the bandits that are still stuck.

Reflex: 1d20 + 2 ⇒ (17) + 2 = 19

Wading through the vines, he moves up to the closest bandit and takes a swing (all while still singing, of course.)

Earthbreaker hit: 1d20 + 1 + 3 + 1 ⇒ (12) + 1 + 3 + 1 = 17
Earthbreaker damage: 2d6 + 4 + 1 ⇒ (1, 5) + 4 + 1 = 11


As Diceros (and Pygmy) get caught up in a trap of his own making, Sigurd ends another worthless bandit life.


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai throws a frost bomb at the three new bandits aiming to hit all three if possible.

bomb attack: 1d20 + 5 ⇒ (16) + 5 = 21

damage: 1d6 + 4 ⇒ (6) + 4 = 10

DC 15 reflex or 5 cold damage splash
DC 15 fort save or be staggered.


Male Dwarf Fighter 3 | HP: 19/37 | AC: 20 T: 12 FF: 18 CMD: 17 (22 vs bull rush, 21 vs trip) | Fort/Ref/Will: +5/+3/+2 (+5 vs charm/compulsion spells/SLAs) | Init: +2 | Perception: +7 (+8) | S. Motive: +1 | Status Effects:

It still makes the most sense for the narrative for me to go for my mount, so...

Brokk'r runs back to Gefjun as quickly as his legs will carry him.

So full round action run if there's a straight enough line; otherwise it's just a double move.


ROUND 5

Rai lobs a bomb as far as he can, but the throw is a 100 feet if it is an inch, and he doesn't have a clear view on the bandits, either. The bomb goes off harmlessly well before it hits a target.

Brokk'r is able to get close to his horse...

Ike steps into the entangled area to help Sigurd with the last fighting bandit. He gets through with a double move, and gets two swings off at the smelly fool. And it proves sufficient! Ike downs the final archer, who was injured from Rai's initial bomb throw.
Ike Reflex Save: 1d20 + 4 ⇒ (11) + 4 = 15
Slimy Assault: 1d20 + 1 + 3 + 1 ⇒ (12) + 1 + 3 + 1 = 171d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 BAB+STR; +STR
Slimy Assault 2: 1d20 + 1 + 3 + 1 ⇒ (5) + 1 + 3 + 1 = 101d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 BAB+STR; +STR

ROUND 6

The three bandits take off to the south! They wisely skirt the vines and weeds growing wild and attempt to reach the cover of the forest.

I don't think you have anything to stop them, so we will fast forward one round.

They disappear into the underbrush. If you want to pursue by mount with intent to overtake them, everyone pursuing will need to make a successful ride check (DC15) combined with at least one person successfully succeeding on an opposed survival check (you tracking, them trying to cover their tracks).

If you want to simply track them to their eventual destination, no ride checks are needed, but you will need to succeed on the opposed survival check. (No fortune rolls here, as the rolls indicate an extensive period of time passing).

Several of the bandits including Kressle are outright dead, but many others, including the one Ike just ended, are down and dying and could be brought back for questioning. They won't live long, however...

COMBAT OVER. FOR NOW!


Elf Witch 3, 19/23 HP, Init +7; Perception: +4 (+7 familiar), 14 AC 13 Touch 11 FF; Fort +2, Ref +4, Will +2| Current Buffs: None | Current Debuffs: None

Arlen shouts out to Diceros. "Dismiss the spell! Sigurd and I will deal with what's left here. The rest of you should give chase the best you can!" He turns to his large, solid friend. "What say you we learn some things about this Stag Lord?"

Arlen will pick a bandit who's still alive and cast CLW after disarming him. Then he will place fortune on Sigurd and himself then cackle in the background for the interrogation. Bad cap, crazy cop.

CLW: 1d8 + 2 ⇒ (7) + 2 = 9

"HAHAHAHA!!! TELL US WHAT YOU KNOW BEFORE I START EXPERIMENTING!!! There's so much I've longed to learn about pain! HEEEHEEHOOHEE!!! But really it'd be more convenient if you just told us. Less mess."

Arlen smiles ingratiatingly.

Intimidate: 1d20 + 2 ⇒ (2) + 2 = 4
Intimidate fortune: 1d20 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male HP 12/26 | AC: 15 Touch: 13 FF: 12 CMD:16 | F:+6 R:+4 W:+5 | Init: +5 Per: +9 Current Buffs: None | Current Debuffs: none

Diceros dismisses the Entangle spell officially didn't know one could do that...

He then gets his mount, and examines the prints left by the bandits.
He will try the survival check, and try to ride after giving chase.
Survival Check: 1d20 + 2 + 2 + 3 + 2 ⇒ (7) + 2 + 2 + 3 + 2 = 16 +WIS +Nature Sense +Class +rank
Ride: 1d20 + 7 ⇒ (7) + 7 = 14+dex + 1 rank +class


Male Elf Alchemist(Grenadier) lv 7, max HP 52, AC 17, touch 13, flat 13 ,F+4,R+7,W+3, init +9, perc+14

Rai will get to the horses but will stop knowing his riding skills not up to standard and seeing Diceros struggle not wanting to split the group.


Male Human/Ooze Shifter 1 (Oozemorph)

Back in town with steady access to a computer! Should be back and ready to rock! Sorry for the absence, all!

Ike immediately runs to the horses, aiming to quickly mount up and ride after the group of fleeing bandits!

Ride: 1d20 + 2 ⇒ (7) + 2 = 9
Survival: 1d20 + 7 ⇒ (10) + 7 = 17

Unfortunately, he forgets the he doesn't know how to ride a horse effectively, and instead of doing the cool mount he hoped for, he hits the side of the horse before falling to the ground with a *SPLAT!* Swiftly reforming and standing back up, Ike sighed, shaking his head before moving to the path the bandits ran through, getting on all fours and feeling the ground, trying to feel out their tracks through the earth...

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd kneels down by the body of this still-breathing bandit and motions toward Arlen, who currently has crazy eyes.

"You might want to tell us what you know. You see, my friend here is more than a bit unstable. You felt some of his power already but look at him now. That guy is going to loose it here soon and I'm not sure I can stop him. You know, I've never seen him like this. There's no telling what he'll do to you. Why don't you tell us everything you know about the Stag Lord and I'll see if I can talk him down."

Bluff: 1d20 + 2 ⇒ (17) + 2 = 19
Bluff w/Fortune: 1d20 + 2 ⇒ (2) + 2 = 4


gm screen:

bandit survival: 1d20 + 7 ⇒ (10) + 7 = 17
bandit survival: 1d20 + 7 ⇒ (2) + 7 = 9
bandit survival: 1d20 + 7 ⇒ (11) + 7 = 18

Unable to get his mounts through the woods, Diceros dismounts and is shortly joined by Ike. The two follow the trail for several hundred yards, but eventually, it is lost. The three bandits know the area and have lived in the woods for sometime. All you can really determine is that they were heading south before they disappeared. Diceros and Ike return to the group.

By this point, the one of the bandits is sitting up, with Arlen leaning over him and laughing, and Sigurd is crouched down with a friendlier posture. The bandit is looking at Sigurd but keeps the crazy old man in the corner of his eyes.

"The Stag Lord is a monster of a man. He’s a deadeye with the bow. He's human... I think...but he really hates other humans for some reason. He enjoys the company of his pet dwarf more, actually. Unless maybe he isn't human. I bet he is a devil, he has some uncanny strength, and I saw him crush a prisoner’s hand to mush in one fist. Come to think of it, I’ve never seen him without his creepy stag helmet on—some of the others think he ain’t got no face under it, but not me—I think that creepy helm is his face!” He is getting more and more worked up as he continues- scared. More scared of the Stag Lord than he is of you.

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Sigurd pats the bandit on the shoulder and gives the man a drink of his ever-present jug of beer to calm him down. He then points to the rest of his companions who have just returned.

"Look now, our friends are back and they're ready to get going. This crazy guy here, he's about ready to loose it. If they distract him by trying to get our things in order, he'll go off like a bomb. You've got to tell us where the Stag Lord's camp is."

He motions for the map to be brought over.

Directing the man's attention once again to Arlen-Crazy-Eyes, "Here, mark the location on this map. Hurry, as if your life depends on it!"

Bluff: 1d20 + 2 ⇒ (15) + 2 = 17
Bluff w/Fortune: 1d20 + 2 ⇒ (14) + 2 = 16


"I... I don't know! Don't let that crazy old guy near me! Listen, I don't know, I've never been there. I know it is many many miles to the south, next to a big lake. I know it is an old ruined fort, not a camp. Walls and everything. But I've never been there! Listen, I'll tell you a secret, and you keep that old man away. Look under the our guard platform. The booze there is supposed to go to the Stag Lord. Everyone says he is a bloody drunk, and he is expecting this booze. Want to make him either happy or mad, either return it all to him or drink it yourself, your choice. Ok, that's my secret. Now could you tell him to stop laughing??"

Grand Lodge

Male Human Skald (Fated Champion) 3 | 23/29 HP | Int +2 | Perception +5 | 15 AC, 11 Touch, 14 Flat | F +5, R +3, W +3 | 7/9 RPD Raging Song (+2 STR/CON, +1 Will, -1 AC) | Rage Power (Lessor Spirit Totem)

Is this guy tied up at all? If he is, ignore this next line.

Sigurd ties up the bandit so he can't run off.

Then he stands up and leads Arlen back to the others. He tells them what he learned from the bandit. When he's finished he says

"Ok. Let's check this place out. If that booze is where he says it is, then he's probably telling the truth about the rest of it too. Either way, what should we do with him? Take him back to Olegs?"

701 to 750 of 1,648 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Kingmaker AP with GM Mustache All Messageboards

Want to post a reply? Sign in.