Kingmaker: The Varnhold Vanishing (Inactive)

Game Master wehrpig

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Story Narrator

Initiative Order: Larisa, Seres, Aldarion, Ezekial, Bandits/Hobgoblins/Worgs, Veronica, Akiros, Auchs, Connor

Round 5

Veronica fires on one of the bandits below but the shot is wide.

Akiros delivers a viscous wound to the hobgoblin on the stairs.

Auchs shrugs again at Aldarion. "Whatever you say, elf." He moves down to join the other bandits in the courtyard.

Connor swings at the bandit on the platform before moving back to the edge of the tower to drop gold on the bandits below. The bandits smile at the coins raining down on them. "Aye, we'll fight for your gold!" A particularly ugly bandit with an eye patch begins shouting at the other bandits climbing the walls and looting the interior. "There's new lords of the keep! I say we fight with them and take the Stag Lord's gold! Kill the Stag Lord's dirty mercenaries and their mangy wolves!"

The bandits move to attack the unsuspecting hobgoblins clearing the front gate. Both hobgoblins are wounded before they can turn and get their shields up.

The bandit on the tower with Connor, Seres and Larisa raises his hands to show he is not attacking. "Can I get some of that gold also?"

Round 6

Larisa backs a way from the bandit on the platform and assists Connor with dropping gold to the new bandit allies below.

Seres steps away from the attacking bandit but misses his shot in his haste.

Aldarion shoots and wounds one of the bandits on the palisade near Akiros.

Ezekial stabs at the hobgoblin attacking Akiros but can't penetrate the hobgoblin's scale armor.

Towards the rear of the keep, the bandits are converging and rallying around a pale, bearded bandit with long dreads and extensive tattoos. "The Stag Lord still lives! Nugrah has commanded us to fight on! Fight or the Black Goat will take your miserable souls!" Several bandits emerge from the keep interior with make shift tools and begin prying open the rear gate door. Other bandits cue up behind the hobgoblin fighting Akiros. Still others stream towards the front of the keep.

The two hobgoblins at the front gate counter attack the bandits and severally wound one of the men.

Hobgoblins and bandits continue to climb up and over the palisade.

Veronica and Connor may take their sixth round action. Everyone else may take their seventh round action.

dice:

Bandit Attack: 1d20 + 2 ⇒ (11) + 2 = 13;L Hobgoblin
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bandit Attack: 1d20 + 2 ⇒ (10) + 2 = 12;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (19) + 2 = 21;R Hobgoblin
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (3) + 2 = 5;
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Akiros Attack: 1d20 + 10 ⇒ (15) + 10 = 25; Rage 3
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Morale check: Bandits
Will: 1d20 - 1 ⇒ (7) - 1 = 6 DC10
Will: 1d20 - 1 ⇒ (4) - 1 = 3 D
Will: 1d20 - 1 ⇒ (5) - 1 = 4 D
Will: 1d20 - 1 ⇒ (20) - 1 = 19 D
Will: 1d20 - 1 ⇒ (12) - 1 = 11 D
Will: 1d20 - 1 ⇒ (3) - 1 = 2 D

Hobgoblin Attack: 1d20 + 4 ⇒ (14) + 4 = 18; L
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Hobgoblin Attack: 1d20 + 4 ⇒ (7) + 4 = 11; R
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Bandits on the palisade:
Bandit Climb: 1d20 + 1 ⇒ (11) + 1 = 12; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (11) + 1 = 12; DC12
Damage: 1d4 ⇒ 2
Fall D: 1d6 ⇒ 5
Bandit Climb: 1d20 + 1 ⇒ (2) + 1 = 3
Bandit Acro: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d4 ⇒ 2
Fall D: 1d6 ⇒ 6
Bandit Climb: 1d20 + 1 ⇒ (5) + 1 = 6
Bandit Acro: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 6
Bandit Climb: 1d20 + 1 ⇒ (15) + 1 = 16
Bandit Acro: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 2

Bandit Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Bandit Acro: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d4 ⇒ 3
Fall D: 1d6 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (10) + 1 = 11
Bandit Acro: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 ⇒ 3
Fall D: 1d6 ⇒ 4
Bandit Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Bandit Acro: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 5

Hobgoblins on the Palisade
Hobgoblin Climb: 1d20 + 0 ⇒ (3) + 0 = 3
Hob Acro: 1d20 + 0 ⇒ (16) + 0 = 16
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 6
Hobgoblin Climb: 1d20 + 0 ⇒ (20) + 0 = 20
Hob Acro: 1d20 + 0 ⇒ (8) + 0 = 8
Damage: 1d4 ⇒ 3
Fall D: 1d6 ⇒ 2

NE Squad Climb Checks
Hobgoblin Climb: 1d20 + 0 ⇒ (3) + 0 = 3
Hob Acro: 1d20 + 0 ⇒ (1) + 0 = 1
Damage: 1d4 ⇒ 3
Hobgoblin Climb: 1d20 + 0 ⇒ (17) + 0 = 17
Hob Acro: 1d20 + 0 ⇒ (13) + 0 = 13
Damage: 1d4 ⇒ 1

E Squad
Bandit Climb: 1d20 + 1 ⇒ (19) + 1 = 20; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (17) + 1 = 18; DC12
Damage: 1d4 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Bandit Acro: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d4 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (18) + 1 = 19
Bandit Acro: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 ⇒ 4
Bandit Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Bandit Acro: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 ⇒ 4
Hobgoblin Climb: 1d20 + 0 ⇒ (7) + 0 = 7
Hob Acro: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d4 ⇒ 2

SE Squad
Bandit Climb: 1d20 + 1 ⇒ (3) + 1 = 4; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (12) + 1 = 13; DC12
Damage: 1d4 ⇒ 1
Bandit Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Bandit Acro: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d4 ⇒ 3
Bandit Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Bandit Acro: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Bandit Acro: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d4 ⇒ 3
Hobgoblin Climb: 1d20 + 0 ⇒ (5) + 0 = 5
Hob Acro: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d4 ⇒ 3

SW Squad
Bandit Climb: 1d20 + 1 ⇒ (8) + 1 = 9; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (13) + 1 = 14; DC12
Damage: 1d4 ⇒ 4
Bandit Climb: 1d20 + 1 ⇒ (9) + 1 = 10
Bandit Acro: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Bandit Acro: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 ⇒ 1
Bandit Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Bandit Acro: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 3
Hobgoblin Climb: 1d20 + 0 ⇒ (3) + 0 = 3
Hob Acro: 1d20 + 0 ⇒ (16) + 0 = 16
Damage: 1d4 ⇒ 3

W Squad
Bandit Climb: 1d20 + 1 ⇒ (15) + 1 = 16; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (5) + 1 = 6; DC12
Damage: 1d4 ⇒ 1
Bandit Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Bandit Acro: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d4 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (8) + 1 = 9
Bandit Acro: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (15) + 1 = 16
Bandit Acro: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 1
Hobgoblin Climb: 1d20 + 0 ⇒ (11) + 0 = 11
Hob Acro: 1d20 + 0 ⇒ (20) + 0 = 20
Damage: 1d4 ⇒ 3

NW Squad
Bandit Climb: 1d20 + 1 ⇒ (17) + 1 = 18; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (15) + 1 = 16; DC12
Damage: 1d4 ⇒ 3
Bandit Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Bandit Acro: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 3
Hobgoblin Climb: 1d20 + 0 ⇒ (12) + 0 = 12
Hob Acro: 1d20 + 0 ⇒ (16) + 0 = 16
Damage: 1d4 ⇒ 2
Hobgoblin Climb: 1d20 + 0 ⇒ (10) + 0 = 10
Hob Acro: 1d20 + 0 ⇒ (20) + 0 = 20
Damage: 1d4 ⇒ 2


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor glances haughtily at the bandit raising his arms, his axe having just swung wide. The cavalier points at Cinder off in the distance "Go free Jax and bring my horse to the battle, and I'll give you a purse of your own. Prove your worth, man and be quick about it."

He turns away from him and draws a flash of alchemist fire from his belt as he moves south and throws it at a cluster of bandits.

I'm thinking the group just southeast of the other horse, but if not I'll huck it at the guys engaged with Zeke and Akiros. BTW, where are the dudes Seres put to sleep? Also, I'm assuming the hobgoblin on the wall north of us is actually on the ground and not within striking distance

To hit Touch: 1d20 + 4 ⇒ (17) + 4 = 21
Direct Hit damage this round: 1d6 ⇒ 1
Next round: 1d6 ⇒ 5


INACTIVE - GAME DIED

Veronica draws down on the pale bearded man.

Longbow attack: 1d20 + 5 ⇒ (19) + 5 = 24
Longbow damage: 1d8 + 2 ⇒ (4) + 2 = 6

"Goats get hunted," she shouts.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Seres keeps a wary eye on the turncoat bandit and keeps his distance. He looks over the side for another target, preferably the man in dreads.

Longbow: 1d20 + 4 ⇒ (5) + 4 = 9; Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5

... /sigh


Story Narrator

You can target the lead three bandits (by the horse) through the collapsed roof. The bandits that Seres put to sleep are off map to the north. The hobgoblin is on top of the palisade but 10' below the tower rail - he will need another climb check to make it up.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Ok, i won't move then and will prepare my shield for use in an AoO attack after I toss the fire at the second bandit ... I think that maximizes splash damage.

-Posted with Wayfinder


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Thank you for making yourself a target She thinks, studying the pale man as she calmly aims and fires, raining death upon the would be leader.
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Step back Akiros, and let them dare step between us. Ezekial urges as he fights along side the man. His twin blades blur and hiss in the air and dart in to slice at the hobgoblin.

MW kukri: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 181d4 + 5 ⇒ (3) + 5 = 8

cold iron kukri: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 151d4 + 5 ⇒ (2) + 5 = 7


Story Narrator

Initiative Order: Larisa, Seres, Aldarion, Ezekial, Bandits/Hobgoblins/Worgs, Veronica, Akiros, Auchs, Connor

Round 6

Veronica fires on the bandit zealot and wounds him deeply.

Akiros strikes and kills the hobgoblin on the stairs.

Auchs moves to one of the hobgoblins that just climbed down from the palisade and crushes his head in with his massive club.

Connor hits one of the bandit below with a flask of alchemist fire - igniting the man and two of his comrades. One of the bandits dies immediately from the burns.

The allied bandits press their attacks on the hobgoblins at the gate and manage to further wound one. The other friendly bandits converge on a nearby hobgoblin and enemy bandit. The bandit on the tower moves down the stairs to assist his comrades in the courtyard.

Round 7

Larisa fires on and kills the bandit fanatic.

Seres fires his bow but the shot misses.

Ezekial holds his attack and then immediately kills the next bandit that steps up behind the hobgoblin.

The hobgoblin and enemy bandits counterattack your allies and manage to bring several of the bandits down. At the rear gate you here the squeal of nails being removed from the gate door and then a loud cheer - the surrounding bandits and hobgoblins outside of the keep begin converging on the rear entrance.

Veronica and Connor may take their seventh round action. Everyone else may take their eighth round action.

dice:

Akiros Attack: 1d20 + 10 ⇒ (7) + 10 = 17; Rage 4
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Auchs Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Bandit Attack: 1d20 + 2 ⇒ (17) + 2 = 19;L Hobgoblin
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (10) + 2 = 12;
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bandit Attack: 1d20 + 2 ⇒ (8) + 2 = 10;R Hobgoblin
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (2) + 2 = 4;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Bandit Attack: 1d20 + 2 ⇒ (7) + 2 = 9;LL Hobgoblin
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bandit Attack: 1d20 + 2 ⇒ (7) + 2 = 9;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (9) + 2 = 11;
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Bandit Attack: 1d20 + 2 ⇒ (9) + 2 = 11; RR bandit
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Bandit Attack: 1d20 + 2 ⇒ (18) + 2 = 20; LLL bandit
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Bandit Attack: 1d20 + 2 ⇒ (5) + 2 = 7; RRR bandit
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Bandit Attack: 1d20 + 2 ⇒ (10) + 2 = 12; NE
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Bandits on the palisade:
Bandit Climb: 1d20 + 1 ⇒ (15) + 1 = 16; Clockwise
Bandit Acro: 1d20 + 1 ⇒ (5) + 1 = 6; DC12
Damage: 1d4 ⇒ 2
Fall D: 1d6 ⇒ 3
Bandit Climb: 1d20 + 1 ⇒ (15) + 1 = 16
Bandit Acro: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 3
Bandit Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Bandit Acro: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d4 ⇒ 3
Fall D: 1d6 ⇒ 2
Bandit Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Bandit Acro: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 ⇒ 3
Fall D: 1d6 ⇒ 6

Bandit Climb: 1d20 + 1 ⇒ (5) + 1 = 6
Bandit Acro: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 4
Fall D: 1d6 ⇒ 4
Bandit Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Bandit Acro: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d4 ⇒ 2
Fall D: 1d6 ⇒ 5
Bandit Climb: 1d20 + 1 ⇒ (6) + 1 = 7
Bandit Acro: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 1
Bandit Climb: 1d20 + 1 ⇒ (14) + 1 = 15
Bandit Acro: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d4 ⇒ 3
Fall D: 1d6 ⇒ 6

Hobgoblins on the Palisade
Hobgoblin Climb: 1d20 + 0 ⇒ (6) + 0 = 6
Hob Acro: 1d20 + 0 ⇒ (15) + 0 = 15
Damage: 1d4 ⇒ 1
Fall D: 1d6 ⇒ 1

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Hold the stair on your side Connor. Ezekial says while helping do that on his side. Both blades flash out at the next bandit to challenge the stairs near him.

MW kukri: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 231d4 + 5 ⇒ (1) + 5 = 6

cold iron Kukri: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 101d4 + 5 ⇒ (3) + 5 = 8


INACTIVE - GAME DIED

Veronica, continuing to follow Aldarion, fires another arrow straight down the lane to the east past the half-elf and at the bandit at the choke point by Ezekial.

Longbow attack: 1d20 + 2 ⇒ (15) + 2 = 17 (includes -4 for firing into melee)
Longbow damage: 1d8 + 2 ⇒ (5) + 2 = 7


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Hearing combat from over the ledge Larisa darts over, reloading as she goes. Leaning over the lip of the balcony she fires on the closest hobgoblin.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 2 ⇒ (5) + 2 = 7


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Seres gives up on the longbow, instead targeting a sleep spell among the hobgoblins at the north gate.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Not sure Sleep does much if we or allies are not there to capitalize on it. They just get awakened next round or so, right? Sleep the guys near me and Zeke will end them... :)


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I thought our bandit turncoats were all to the north?

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I am confused about that and am not at all sure who is where. Chaos. Fog of war and all. But there are more enemy than you can sleep trying to climb the stairs where I am.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

We have 3 choke points. Bandit allies near the north gate and the 2 sets of stairs. Bandits will likely get surrounded soon since we let the south gate fall open. Sleep should help them most. Regular sound of combat shouldn't wake them, imho.

-Posted with Wayfinder


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor moves forward to the top of the stairs, drawing his battle axe and stands tall, pointing at the bandits to the south of the stairs with a sharp laugh. "Are you still willing to die for nothing? What lost cause or religious fervor is upon you that you throw yourselves upon our blades. Repent and take up arms against these evil hobgoblins ... or come meet my steel!"

The cavalier makes a flourish and stands poised to strike at the first to approach.

Readied power attack for approach to hit: 1d20 + 5 + 1 - 1 ⇒ (19) + 5 + 1 - 1 = 24
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

"Zeke, Akiros! Give those bandits below you on the gate the same opportunity I gave the others. Pay them to fight the hobgoblins and the worgs!"


Story Narrator

The turncoat bandits all have 'heart' icons on them. They are all near the north gate.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

I'll keep to my original targeting for now.


Story Narrator

Initiative Order: Larisa, Seres, Aldarion, Ezekial, Bandits/Hobgoblins/Worgs, Veronica, Akiros, Auchs, Connor

Round 7

Veronica fires on and kills the next bandit to move up the stair - causing the bandits to duck for cover.

Akiros rends his long sword through the next hobgoblin mercenary that challenges him.

Auchs moves to and crushes one of the hobgoblins attacking the allied bandits.

Connor challenges the two bandits approaching the stair. The wounded bandits look at each other and then move to join the allied bandits at the north gate. You see that other approaching bandits are likewise moving to rally under your banner.

Round 8

Larisa leans down and fires on one of the hobgoblin soldiers by the north gate - wounding him severely.

Seres begins casting a spell.

Ezekial holds his attack waiting for the next attacker to approach.

The allied bandits continue to exchange blows with the hobgoblins - managing to kill one and injure another. A new hobgoblin joins his embattled comrades and brutally slays a bandit.

You hear a ruckus at the south gate as scared bandits frantically begin making space for the approaching worgs. With booming howls the three dire wolves charge into the keep towards both stairs and the north courtyard.

Ezekial slashes the lead worg deeply as it moves up the stairs to attack.

You note that many of the hostile bandits cower in fear at the approaching worgs.

Veronica and Connor may take their eighth round action. Everyone else may take their ninth round action.

dice:

Akiros Attack: 1d20 + 10 ⇒ (18) + 10 = 28; Rage 4
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Auchs Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Bandit Attack: 1d20 + 2 ⇒ (2) + 2 = 4;L Hobgoblin
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (15) + 2 = 17;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (16) + 2 = 18;R Hobgoblin
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bandit Attack: 1d20 + 2 ⇒ (15) + 2 = 17;
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Bandit Attack: 1d20 + 2 ⇒ (11) + 2 = 13;LL Hobgoblin
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bandit Attack: 1d20 + 2 ⇒ (4) + 2 = 6;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (17) + 2 = 19;
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Hobgoblin Attack: 1d20 + 4 ⇒ (19) + 4 = 23; L to R
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Hobgoblin Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Hobgoblin Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Too busy to be passing out gold over here Connor. Wargs are upon us. The rogue swipes twice at the large wolf like creature. His off hand misses the cut, but his main hand weapon digs deeply into the lupine form spraying blood across those behind it.

MW kukri: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 251d4 + 5 ⇒ (2) + 5 = 7

cold iron kukri: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 91d4 + 5 ⇒ (3) + 5 = 8

Confirm: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 221d4 + 5 ⇒ (4) + 5 = 9


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor appraises the situation and then looks at his ranged comrades.

"We are secure here, and the north gate looks strong. We need to see if we can regain the gate to the south. I'm going to make a run and try and shore it up ... may be too late. Support me or move to Zeke's group. He seems not to understand the tide of the fight ... breaking morale will help us far more than killing them one by one. Target the hobgoblins and wolves, solely."

He then leaps off the edge of the bridge next to them and falls without grace at the worg below, slashing strong with his axe before falling prone, yelling at the two bandits near by, barking orders as if they are under his command, "To the south gate, hold it against these evil goblinoids ... they're only here to murder all humans!"

Acrobatics to fall: 1d20 - 5 ⇒ (9) - 5 = 4
To hit: 1d20 + 5 + 1 - 1 ⇒ (13) + 5 + 1 - 1 = 18
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Falling Damage: 1d6 ⇒ 5? for Connor ... maybe for the worg too????

My token dissappears under the map when I move it north, so I left it on the higher map for now


Story Narrator

Your token should be front layer now Connor.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Seeing Connor leap down Larisa reloads and chases after him, running along the bridge to get a clear shot on the Worg.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Ezekial looks with concern at the other set of stairs that leads to the upper levels. They now looked unguarded and he did not want the enemy up on the walls with him.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

sigh ...

-Posted with Wayfinder

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

So we have different goals in this chaotic fight. I am facing Worgs and think not being flanked by them would be a good thing. And protecting our non-melee folks seemed good too. We had a good thing up on the walls. Ezekial is not diplomatic. He fights. Not sure why you have to give me attitude about it.


INACTIVE - GAME DIED

Recognizing the serious threat posed by the worgs, Veronica fires on the one attacking Ezekial as she advances in that direction to support the team.

Longbow attack: 1d20 + 2 ⇒ (20) + 2 = 22 (includes -4 for firing into melee)
Longbow confirm crit: 1d20 + 2 ⇒ (6) + 2 = 8 (no crit)
Longbow damage: 1d8 + 2 ⇒ (6) + 2 = 8


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

The risk is the fifty dudes at the southern gate as I mentioned in my post. There are 2 folks still on the platform to handle the one warg that might come.up the stairs, but we will be overwhelmed if we don't sway the tide at the southern gate so I'm trying to change that flow of the battle. Which by the by is why I wanted you to throw gold out. I'm not giving you attitude. I've tried to relay the situation several times in character and am obviously not communicating clearly, so I'm just going to act now.

-Posted with Wayfinder


Story Narrator

Initiative Order: Larisa, Seres, Aldarion, Ezekial, Bandits/Hobgoblins/Worgs, Veronica, Akiros, Auchs, Connor

Round 8

Veronica fires on the worg and sinks an arrow deep in its black fur.

Akiros likewise delivers a solid hack to the worg.

Auchs moves to the other side of the courtyard to engage the north west hobgoblins. He rallies several hostile bandits to your cause as he does so.

Connor jumps heroically from the tower and comes crashing down, axe first, on top of the worg. The beast howls with surprise and pain at the attack.

The allied bandits whom witness Connor's jump cheer with renewed vigor and begin moving to the south. One of the approaching hostile bandits reconsiders his loyalties and joins your side. The allied bandits press their attacks on the north west hobgoblins and manage to slay one. The bandits by the north stairs flee the oncoming worg.

Round 9

Larisa reloads and moves to secure a better shot.

Seres completes his spell, but the hobgoblin is able to resist the effects.

Ezekial plunges his weapon deeply into the lupine form - killing the worg and spraying blood across those behind it. Several of the bandits on stairs scatter in fear.

The worg lunges at Connor and manages to sink it's jaws onto your arm (10 points damage). A second worg races up the stares and moves to engage Seres. Hobgoblin soldiers move up the stairs to attack Ezekial and Akiros.

The hobgoblins in the courtyard manage to kill two bandits and wound Auchs. Hostile bandits moving up from the south manage to kill two allied bandits. Hobgoblins move up from the south gate to reinforce the hostile bandits.

Veronica and Connor may take their eighth round action. Everyone else may take their ninth round action.

dice:

Akiros Attack: 1d20 + 10 ⇒ (7) + 10 = 17; Rage 6
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Auchs Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Bandit Attack: 1d20 + 2 ⇒ (4) + 2 = 6;L Hobgoblin
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (5) + 2 = 7;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (1) + 2 = 3;R Hobgoblin
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bandit Attack: 1d20 + 2 ⇒ (6) + 2 = 8;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Bandit Attack: 1d20 + 2 ⇒ (2) + 2 = 4;LL Hobgoblin
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bandit Attack: 1d20 + 2 ⇒ (16) + 2 = 18;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (15) + 2 = 17;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Bandit Will: 1d20 - 1 ⇒ (3) - 1 = 2; N to S, DC10
Bandit Will: 1d20 - 1 ⇒ (20) - 1 = 19;
Bandit Will: 1d20 - 1 ⇒ (12) - 1 = 11;

Hobgoblin Will: 1d20 + 1 ⇒ (19) + 1 = 20;

Bandit Will: 1d20 - 1 ⇒ (7) - 1 = 6; N to S, W to E, DC10
Bandit Will: 1d20 - 1 ⇒ (5) - 1 = 4;
Bandit Will: 1d20 - 1 ⇒ (12) - 1 = 11;
Bandit Will: 1d20 - 1 ⇒ (3) - 1 = 2;
Bandit Will: 1d20 - 1 ⇒ (11) - 1 = 10;
Bandit Will: 1d20 - 1 ⇒ (4) - 1 = 3;

Bandit Attack: 1d20 + 2 ⇒ (3) + 2 = 5; South
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Worg target: 1d2 ⇒ 1; 1=S, 2=L

Worg attack: 1d20 + 7 ⇒ (18) + 7 = 25; Connor
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Bandit Will: 1d20 - 1 ⇒ (4) - 1 = 3; NW bandits
Bandit Will: 1d20 - 1 ⇒ (10) - 1 = 9;
Bandit Will: 1d20 - 1 ⇒ (13) - 1 = 12;
Bandit Will: 1d20 - 1 ⇒ (3) - 1 = 2;

Hobgoblin Attack: 1d20 + 4 ⇒ (14) + 4 = 18;NW
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Hobgoblin Attack: 1d20 + 4 ⇒ (13) + 4 = 17;N
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Hobgoblin Attack: 1d20 + 4 ⇒ (11) + 4 = 15;Auchs
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Bandit Attack: 1d20 + 2 ⇒ (15) + 2 = 17; South Hostile
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Bandit Attack: 1d20 + 2 ⇒ (18) + 2 = 20;
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


INACTIVE - GAME DIED

Veronica mutters something unladylike, as she can't get down to Connor to help him, and she settles for trying to help Ezekial at the choke point on the stairs instead. She moves up behind him and briefly taps him with a holy symbol.

Cast shield of faith on Ezekial for a +2 deflection bonus to AC.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Suddenly alone with a hostile worg, Seres looks around frantically for options. He steps back and waves his hand at the dire wolf, releasing a pinch of pixie dust and reciting an arcane syllable.

Daze... DC 15 Will save or be dazed for 1 round.

EDIT: looks like I misplaced my Round 9 action. If okay with a retcon, he would take aim and fire into the biggest group of hostiles (south?)

Longbow: 1d20 + 4 ⇒ (6) + 4 = 10; Damage: 2d6 + 2 ⇒ (4, 1) + 2 = 7

Ah, the strong dice continue to impress!

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

As he eyes the growing number of bandits and hobgoblins inside the walls Ezekial decides to try Connon's advise He still attacks the gobgoblin in front of him, but only once.

MW Kukri: 1d20 + 7 ⇒ (16) + 7 = 231d4 + 5 ⇒ (2) + 5 = 7

He then steps back to pull and toss his coin purse off his belt. You there! He calls to the humans. Stand with men. Help us fight these monsters. There is reward enough for all if we stand together.

Thanks for the buff V! Seres, Daze only works on humanoids. Maybe you can take a different action?


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Bah! Yeah, I read 'creature' but completely overlooked 'humanoid' right before it!

Switch to a Laughing Touch... Touch Attack: 1d20 + 2 ⇒ (6) + 2 = 8... YGBSM


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

As she leans over to fire on the worg attacking Connor Larisa notices the deep wound on the man. Angrily she focuses on the worg and fires.
Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d10 + 3 ⇒ (1) + 3 = 4


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

His face a mask of blood, Connor slashes viciously at the worg while prone, commanding the others, "Cut the wolf down!"

If the wolf is dead, he will then get up as his move action.

To hit: 1d20 + 5 + 2 - 4 ⇒ (17) + 5 + 2 - 4 = 20
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Story Narrator

Initiative Order: Larisa, Seres, Aldarion, Ezekial, Bandits/Hobgoblins/Worgs, Veronica, Akiros, Auchs, Connor

Round 9

Veronica instills a fragment of her divine energy within Ezekial.

Akiros wounds the hobgoblin on the stair. You note that he is beginning to slow and become fatigued.

Auchs bashes a heavy blow on the hobgoblin he is fighting as he bellows a lumbering battle cry to the surrounding bandits.

Connor hacks the worg over him but the beast rages on.

The allied bandits in the courtyard cut down the two remaining northern hobgoblins. The bandits near Connor plunge their short swords into the wounded worg and send it howling to its death - the bloody corpse lands flailing on Connor. The other bandits near Connor lock steel with the incoming hobgoblins and hostile bandits.

Round 10

Larisa turns and fires on the worg attacking Seres - sticking a bolt in its haunch.

Seres attempts to land a spell on the worg but he can't hit the fast moving dire wolf.

Ezekial kills the wounded hobgoblin on the stairs and then throws his gold laden purse to the bandits below. Four of the panicked bandits pick up the gold and turn their weapons on their comrades - opening yet another front in the evolving battle.

The hobgoblins in the center keep move into formation and begin hacking down allied bandits. One of the hobgoblin sergeants barks orders and points to the northern stairwell. To the south, a second hobgoblin moves up to attack Akiros but can't penetrate his armor.

The southern worg races up the stairs behind the hobgoblin battling Akiros and prepares to lunge at the defenders when the hobgoblin falls.

The northern worg rips into Seres with black fanged jaws (6 hp damage) - sending the elf flailing to the ground (successful trip).

Veronica and Connor may take their tenth round action. Everyone else may take their eleventh round action.

dice:

Akiros Attack: 1d20 + 10 ⇒ (18) + 10 = 28; Rage 10
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Auchs Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Bandit Attack: 1d20 + 2 ⇒ (20) + 2 = 22;WNW Hobgoblin
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bandit Attack: 1d20 + 2 ⇒ (6) + 2 = 8;
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bandit Attack: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5; Flanker
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (14) + 2 = 16;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (9) + 2 = 11;NW Hobgoblin
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Bandit Attack: 1d20 + 2 ⇒ (2) + 2 = 4;
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Bandit Attack: 1d20 + 2 ⇒ (13) + 2 = 15;Gate Hobgoblin
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (19) + 2 = 21;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (15) + 2 = 17;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Bandit Attack: 1d20 + 2 ⇒ (1) + 2 = 3;C Worg
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bandit Attack: 1d20 + 2 ⇒ (20) + 2 = 22;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (19) + 2 = 21;
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Bandit Will: 1d20 - 1 ⇒ (15) - 1 = 14; N to S, DC10
Bandit Will: 1d20 - 1 ⇒ (6) - 1 = 5;
Bandit Will: 1d20 - 1 ⇒ (10) - 1 = 9;

Bandit Attack: 1d20 + 2 ⇒ (20) + 2 = 22; Center Bandits
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (20) + 2 = 22;
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bandit Attack: 1d20 + 2 ⇒ (4) + 2 = 6;
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Bandit Will: 1d20 - 1 - 2 ⇒ (2) - 1 - 2 = -1; SE bandits
Bandit Will: 1d20 - 1 - 2 ⇒ (5) - 1 - 2 = 2;
Bandit Will: 1d20 - 1 - 2 ⇒ (3) - 1 - 2 = 0;
Bandit Will: 1d20 - 1 - 2 ⇒ (1) - 1 - 2 = -2;
Bandit Will: 1d20 - 1 ⇒ (15) - 1 = 14;
Bandit Will: 1d20 - 1 ⇒ (11) - 1 = 10;
Bandit Will: 1d20 - 1 ⇒ (15) - 1 = 14;
Bandit Will: 1d20 - 1 ⇒ (14) - 1 = 13;
Bandit Will: 1d20 - 1 ⇒ (18) - 1 = 17;

Hobgoblin Attack: 1d20 + 4 ⇒ (8) + 4 = 12;NW
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Hobgoblin Attack: 1d20 + 4 ⇒ (10) + 4 = 14; C
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Hobgoblin Attack: 1d20 + 4 ⇒ (13) + 4 = 17;
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Hobgoblin Attack: 1d20 + 4 ⇒ (7) + 4 = 11;
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Bandit Attack: 1d20 + 2 ⇒ (12) + 2 = 14;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Hobgoblin Attack: 1d20 + 4 ⇒ (2) + 4 = 6; Akiros
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Worg attack: 1d20 + 7 ⇒ (7) + 7 = 14; Seres
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Worg attack: 1d20 + 7 ⇒ (7) + 7 = 14; Trip


INACTIVE - GAME DIED

Spotting Seres falling in a spray of gore, Veronica raises her bow again and tries to launch an arrow across the battlefield to the worg on the far tower.

Miracle shot: 1d20 + 2 ⇒ (18) + 2 = 20 (includes -4 for firing into melee)
Longbow damage: 1d8 + 2 ⇒ (7) + 2 = 9

This is assuming that the walkway is higher than the stone interior wall and I can fire straight across. Otherwise, uh... sorry Seres? I will do something different.


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Seeing Seres get dragged down Larisa reloads, spinning around to aim at the worg before firing.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d10 + 2 ⇒ (8) + 2 = 10


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Cast Defensively: 1d20 + 6 ⇒ (7) + 6 = 13

Seres tries to scoot away from the worg. Already up against the battlements, he has no where to go. He tries to cast a spell defensively, but the worg's snapping jaws cuts into his concentration. The spell fizzles on his fingertips.

The hells did everybody go?!


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Connor leaps to his feet and encouraging the bandits as he runs by, he grabs the reins of the horse and swings himself up into the saddle waving his axe in a circle and letting out a wild battle cry.

Please move my token in front of the horse


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Round 11

Exhausted and war-weary, Aldarion is momentarily overcome by the senseless brutality and violence before him from their attackers. All for what, gold? Or dark promises from a dark religion?

He then snaps back to the present moment, knowing his friends are counting on him.

Connor... unlike himself, he is in his element here. And to his wise tactics, the sage nods back to him. He wonders for a brief moment if this man, should they survive this battle, will be the next ruler of the Stolen Lands. He always seemed quite regal, somehow... perhaps even kingly.

Whirling his sling overhead, Aldarion is about to fire upon the southern mercenaries when he gets a glimpse of Seres... along with a worg. He lets his next stone fly at the wretched creature instead...

Load sling while moving, then attack the worg in melee with Seres:
Sling Attack: 1d20 + 3 - 4 - 2 ⇒ (17) + 3 - 4 - 2 = 14
Sling Damage: 1d4 - 1 ⇒ (4) - 1 = 3
mods: -4 firing into melee, -2 range penalty

@Seres - Apparently, the secret to rolling well consistently is to use a crappy weapon. Lol.

Edit: I forgot and now included the range penalty. Well, maybe not so good as I thought, Seres. Lol.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Ezekiel continues to fight.

MW Kukri:: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 81d4 + 5 ⇒ (3) + 5 = 8

Cold Iron Kukri:: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 151d4 + 5 ⇒ (3) + 5 = 8


Story Narrator

Initiative Order: Larisa, Seres, Aldarion, Ezekial, Bandits/Hobgoblins/Worgs, Veronica, Akiros, Auchs, Connor

Round 10

Veronica fires across the ramparts and scores a heavy hit on the raging worg.

Akiros, though now physically fatigued, manages to wound his hobgoblin.

Auchs moves around the side of the keep to flank the enemy - he motions for the surrounding allied bandits to follow him.

Connor regains his feet and moves to mount the cornered bandit horse. The wide-eyed beast dances around with fear but instinctively follows the beast rider's commands.

The allied bandits in the north courtyard move to follow Auchs. In the center keep the bandits battle the line of hobgoblins and hostile bandits. To the southeast, the allied bandits attack the bandits surrounding the stairs.

Round 11

Larisa again fires on the worg attacking Seres and further wounds the monstrous wolf.

Seres struggles to defend himself from the worg looming over him.

Aldarion fires on the worg and manages to inflict yet another wound - but the worg fights on.

Ezekial manages to narrowly hit the hobgoblin on the stair - further wounding him.

The battle hardened hobgoblins deploy along the bandit front line and mercilessly cut down four of the five defenders. The hobgoblin on the stairs attacks and wounds Akiros. On the north stairs, the lead hobgoblin races up and moves to engage Larisa on the bridge. Additional hobgoblins move to follow him up the stairs.

The northern worg snaps and bites at Seres - horribly rending the elf's flesh (7 hp damage).

Veronica and Connor may take their eleventh round action. Everyone else may take their twelfth round action.

dice:

Akiros Attack: 1d20 + 10 - 3 ⇒ (17) + 10 - 3 = 24; Fatigued
Damage: 1d8 + 5 - 3 ⇒ (2) + 5 - 3 = 4

Auchs Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

Bandit Attack: 1d20 + 2 ⇒ (6) + 2 = 8; Center Keep, L to R
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bandit Attack: 1d20 + 2 ⇒ (1) + 2 = 3;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17;
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bandit Attack: 1d20 + 2 ⇒ (13) + 2 = 15;
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bandit Attack: 1d20 + 2 ⇒ (8) + 2 = 10;
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Attack: 1d20 + 2 ⇒ (11) + 2 = 13;
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Bandit Attack: 1d20 + 2 ⇒ (7) + 2 = 9; SE Keep
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bandit Attack: 1d20 + 2 ⇒ (19) + 2 = 21;
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Hobgoblin Attack: 1d20 + 4 ⇒ (10) + 4 = 14; Center Keep, L to R
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Hobgoblin Attack: 1d20 + 4 ⇒ (14) + 4 = 18;
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Hobgoblin Attack: 1d20 + 4 ⇒ (12) + 4 = 16;
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Hobgoblin Attack: 1d20 + 4 ⇒ (17) + 4 = 21;
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Bandit Attack: 1d20 + 2 ⇒ (9) + 2 = 11;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Hobgoblin Attack: 1d20 + 4 ⇒ (12) + 4 = 16; Akiros
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Worg attack: 1d20 + 7 ⇒ (15) + 7 = 22; Seres
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Bandit Attack: 1d20 + 2 ⇒ (6) + 2 = 8; SE hostile Bandits
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bandit Attack: 1d20 + 2 ⇒ (5) + 2 = 7;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

****************

Bandit Will: 1d20 - 1 ⇒ (10) - 1 = 9; N to S, DC10
Bandit Will: 1d20 - 1 ⇒ (9) - 1 = 8;
Bandit Will: 1d20 - 1 ⇒ (15) - 1 = 14;

Bandit Attack: 1d20 + 2 ⇒ (7) + 2 = 9; Center Bandits
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (13) + 2 = 15;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bandit Attack: 1d20 + 2 ⇒ (13) + 2 = 15;
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Bandit Will: 1d20 - 1 - 2 ⇒ (12) - 1 - 2 = 9; SE bandits
Bandit Will: 1d20 - 1 - 2 ⇒ (16) - 1 - 2 = 13;
Bandit Will: 1d20 - 1 - 2 ⇒ (17) - 1 - 2 = 14;
Bandit Will: 1d20 - 1 - 2 ⇒ (3) - 1 - 2 = 0;
Bandit Will: 1d20 - 1 ⇒ (15) - 1 = 14;
Bandit Will: 1d20 - 1 ⇒ (5) - 1 = 4;
Bandit Will: 1d20 - 1 ⇒ (9) - 1 = 8;
Bandit Will: 1d20 - 1 ⇒ (17) - 1 = 16;
Bandit Will: 1d20 - 1 ⇒ (6) - 1 = 5;

Hobgoblin Attack: 1d20 + 4 ⇒ (17) + 4 = 21;NW
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Hobgoblin Attack: 1d20 + 4 ⇒ (15) + 4 = 19; C
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Hobgoblin Attack: 1d20 + 4 ⇒ (12) + 4 = 16;
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Hobgoblin Attack: 1d20 + 4 ⇒ (3) + 4 = 7;
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Bandit Attack: 1d20 + 2 ⇒ (1) + 2 = 3;
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Hobgoblin Attack: 1d20 + 4 ⇒ (16) + 4 = 20; Akiros
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Worg attack: 1d20 + 7 ⇒ (5) + 7 = 12; Seres
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Worg attack: 1d20 + 7 ⇒ (19) + 7 = 26; Trip


F Human Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Faced with a new threat Larisa darts back a step, hastily reloading. However as she goes to fire on the hobgoblin she see's Seres being savaged by the worg. He's not going to survive another one of those. She thinks to herself, adjusting her aim at the last moment, letting a bolt lose at the worg.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 2 ⇒ (9) + 2 = 11


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

With a clatter of hooves on rubble, Connor leads the horse quickly around the wall and down in front of the stairs. Glaring at the hobgoblins to the south, he rides the horse up the stairs to the platform between Larisa and Seres, growling at the hobgoblin harassing Larisa.

"Goblin scum ... forget how to fight fair? Let's see if your blood runs yellow as well."

Double Move at 50 foot rate doesn't allow for a standard action this round, unless you can still do that with a mount. Mount rules really need some clarification

Ride Check to control mount in combat DC10: 1d20 + 7 ⇒ (12) + 7 = 19


INACTIVE - GAME DIED

Veronica steps into the space between Akiros and Ezekial so that she can reach both of them, and with a murmured prayer she touches Akiros to gift him, too, with a small measure of divine protection.

Casting protection from evil on Akiros. Hopefully that will make it harder for the hobgoblins to hit him...

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I do not see Connor or the horse on the map? Any hint where it is?


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Moved to the topside map. I'm back where I was.

-Posted with Wayfinder

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