Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur helps with the camp even as he finds more bushes with even more sour berries. He's sure the others tend to give his foraging wide berth for nutritious as the berries are, tasty they are not.

On every watch, he places the Hundor to watch with him and with Ardent in the darkest timing of the watch and makes sure to keep the fire warm for everyone even as he shares with Hundor about his home in Iron Peaks and his previous life, letting Ardent join in as she wish as he engages both of them in friendly banter.

Spotting the few huts and their inhabitants, Koldur pauses as his eyes roam over the sight.
"River East of us and it seems these people are new settlers."

Survial Check 1d20 + 7 ⇒ (16) + 7 = 23
Diplomacy 1d20 + 1 ⇒ (13) + 1 = 14
Perception Check 1d20 + 4 ⇒ (14) + 4 = 18


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

because Reknar they aren't attacking us and they aren't evil he simply says as if stating an ominous and fundamental truth

oscar has no bojections on the watch schedule.
-----

Survival: 1d20 + 4 ⇒ (17) + 4 = 21 Oscar will forage for some food stuf

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Well lets go to say hello to these settlers then


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2
Oscar Cray the III wrote:
because Reknar they aren't attacking us and they aren't evil he simply says as if stating an ominous and fundamental truth.

"Not right now no. I wonder how long it will take though" - the man comments with a shrug, but after the creatures behave in a definitely amicable way, he adds - "Can't say I was expecting that"

--------

The warrior stretches his sight to try and gather any intel on those they are about to meet.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Oscar Cray the III wrote:
Well lets go to say hello to these settlers then

"Sure thing. That's also why we are here, right?" - he replies.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

As the group leaves the kobolds behind he says to Reknar, "We can easily slaughter them if needed and they all should know it now. So it is in their best interest to be our allies."

-----

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Religion: 1d20 + 2 ⇒ (7) + 2 = 9

Sable looks at the others and dismounts, he skeptically says, "I sure hope they are settlers. They seem to be awefully grungy and mostly men, hopefully loggers otherwise it could be a well established bandit camp. They do have some people chained up." He draws his blade just in case.


The group slowly gets closer and can see a dirt path that leads into the camp.
Do you stay on your horse, draw weapons, pull something out of your pack, take the trail or approach from your original direction?

Either way your group emerges from the forest, either out of the tree line or along the path. There is a 60 foot clear cut area between you and the closest building. The few men milling around don't seem to notice you yet.

Perception DC 10:

Watching for a bit longer you can see that most of the folk are humans. The small camp looks to be well settled and likely has been here for at least a few months if not longer. A river looks like is no more than 80 feet away from the camp opposite of the way the group is approaching, East.

Perception DC 15:

Most of the residents are men and appear grungy in appearance. There is a larger tent than the other buildings and tents in the center of the camp. Some of the men stagger around with chains connected to their necks and a chain to either a tree or someone leading them. Perhaps a dozen are secured this way, something seems odd with them.

After Perception DC 15 ---> K Religion DC 10:

You are pretty sure the secured men with chains are undead.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Well unless they have an authorization to keep those people in chain then we might have a problem. It would either by unlawful slavery or a prison camp for rehabilitation of convicted criminal

Oscar will get off his horse and with no weapon in hands he will proceed to move forward past the 60 ft line how many guards ?

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Kn Religion: 1d20 + 4 ⇒ (20) + 4 = 24

What in the name of the Judge is this he thinks to himself as he whispers to those around him

The chained workforce are all undead


There are no guards on duty, at least no one in uniform or looks like a guard. The few men you see appear to be just wandering around aimlessly or sitting beside one of the buildings.

A pair of armored hobgoblins walk out of one of the tents pulling a chained and mancatched zombie behind them. They walk towards the group and stop ten feet out of the camp. The one with the mancatcher moves the zombie to be between them and your group, then wait.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Nice pet you have there." Koldur comments, having dismounted earlier, opting for the walk with his axes loose and ready to draw if needed.


"Pet!!! Are you crazy? I guess watch dog." One of them says and then lifts his chin. The two hobgoblins then move off to the side, to a stump and secure the chain to a loop there.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

"I will tend the horses, you go on ahead and see what you can find." Sable offers as he ties reigns to branches.


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Reknar had his weapon out from the get go as they approached - "He doesn't seem to bark much" - he comments with a chuckle - "But I'll take your word for it if you say it's a good guard. Can I ask where you found it?"


"Found it, no we use the dead to our full advantage. Our necromancer makes them." The more outspoken hobgoblin says as they finish securing the zombie to the stump.


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

"And where do you find the raw materials for your Necromancer to make them? Just curious see? Seems like a great deal you have going there. Heck! You can even 'make' some raw materials from some wayward traveller" - he shrugs - "Am I right?"


"Uhhh, perhaps you should talk to Kaver or Kestel, they tell us to send travelers that way. Come with us we can take you to one of them." Says the hobgoblin who thinks more upon his words and loosely speaking with strangers.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Great i am dying to meet this necromancer says oscar with a jest as he follows

DM:
Anything evil ? of course same question when we see that necromancer :)


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

"Lead on then" - Reknar answers the hobgoblin with another sidelong glance at the undead. He was used to putting down both hobgoblins and the unliving, not share the same space, or talking to them.


Osacar:
Evil screams out at you, though nothing overpowering. The hobgoblin that is not talking is not evil. The undead, necromancer, most of the men around town, etc. are evil.

The hobgoblins lead your group of three into the camp's fire pit area. Many of the men look up at you and eye at least one of your group. There are seven men lazying about at the fire pit. Through that area to the large central tent two large dogs are chained up, they bark and growl at the new comers. The hobgoblins stop before the dogs and call out, "Kestral, you got some new blood here for you to meet."

You see a not so pretty human woman exit the tent and look over the fire pit area. She holds two hand axes in her hands as the flat part of the heads rest on her shoulders. She wears stitched leathers and some extra sashes over her shoulder and waist. Daggers are on her belt and boots. She is not that imposing but looks to be the taking care of herself better than those around her. The air of confidence comes off her as the dogs instantly heel to her order. She first shouts out, "Sit!"

Then she looks at the newcomers. She quietly says, "Kressle, get it right or lose your tongue like the other hob! This is Thorn River camp, I am Kressele leader of this camp and lieutenant of the Stag Lord. I sure hope you are looking to join up or get some supplies otherwise there could be some issues." The men in the fire pit area move in response to Kressele's greeting, each pulls out his weapon if not already out and three of them stand. The hobgoblins both take a few steps to the side weapons still in hand.

Here is a map to the camp.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur snorts
"Nice axes, Kressle. Are those your welcoming commitee?" he raises an eyebrow.
"Supplies would be nice but this display seems to indicate otherwise, woulnd't you say or was this your intention all along?" Koldur quickly glances at each of the men, sizing them up. His own thumbs hooked into his broad belt, allowing him to swing his own axes into fray if needed.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Yes you are almost correct. We are looking to make it so you join your Stag Lord in the Death and Judgment that Await Thee. For I am The Scourge of Evil and in DEATH your Evil will no go unpunished. Judgment Await Thee! he says as he draws his weapon and charges the necromancer

Hobgoblin either you assist these evil and Die like the rest of them or Stand aside and be allowed to leave this place free

and combat it is :)


You can tell the show of force was merely that they were not expecting a fight. Oscar you get to act in the surprise round. Before she has a chance to answer the dwarf the paladin charges into melee range with Kressele. Koldur you picked up on Oscar's winning smite evil statement and act in the surprise round as well. Though Kressele seems to expect such things and will act as well.

Surprise Round:

25 Koldur
18 Oscar*
18 zombies*
17 Sable*
14 Kressele
11 bandits*
10 dogs*
8 necromancer*
5 Reknar*
4 hobgoblins*

*Done for the round

init: 1d20 + 8 ⇒ (17) + 8 = 25 Koldur
init: 1d20 + 0 ⇒ (18) + 0 = 18 Oscar
init: 1d20 + 3 ⇒ (2) + 3 = 5 Reknar
init: 1d20 + 3 ⇒ (14) + 3 = 17 Sable
init: 1d20 + 1 ⇒ (13) + 1 = 14 Kressele
init: 1d20 + 2 ⇒ (2) + 2 = 4 hobgoblins
init: 1d20 + 2 ⇒ (6) + 2 = 8 necromancer
init: 1d20 + 0 ⇒ (18) + 0 = 18 zombies
init: 1d20 + 2 ⇒ (8) + 2 = 10 dogs
init: 1d20 + 0 ⇒ (11) + 0 = 11 bandits

Perception: 1d20 + 4 ⇒ (13) + 4 = 17 Koldur
Perception: 1d20 + 7 ⇒ (7) + 7 = 14 Reknar
Perception: 1d20 + 6 ⇒ (14) + 6 = 20 Kressele
Perception DC 15 to act in surprise round with Oscar.

Round 1:

Please post your actions and I will interpret what happens once we have the posts for time to advance. So post both surprise and Round 1 actions, please.
25 Koldur
18 Oscar
18 zombies
17 Sable
14 Kressele
11 bandits
10 dogs
8 necromancer
5 Reknar
4 hobgoblins

*Done for the round


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Surprise Round Action
Instinct drives him purely more than any hint from Oscar as Koldur simply leaps into the fray, his axes dancing into his hands as if by magic. Drawing them close to his body, he spins a short circle leading with the heavier weapon, Moon's Edge, in a vicious short arc to swing it into Kressle as he charges in after Oscar.

Attack with Charge Bonus 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 171d10 + 4 ⇒ (6) + 4 = 10
AC now 17


Surprise Round

Koldur and Oscar charge forwards bringing out their steel to face Kressele. She already had them out and brings one of the handaxes down upon Oscar leaving a bloody wound on his shoulder.

mwk handaxe: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Round 1:

25 Koldur* (end of charge, the hit. You still have a move action if you want it.)
18 Oscar
18 zombies
17 Sable
14 Kressele 13/23, ranger 3
11 bandits 15/15, warrior 2
10 dogs
8 necromancer
5 Reknar
4 hobgoblins 11/11, warrior 2
2 other bandits in tents, 9/9 warrior 1

*Done for the round


Perception for Sable DC 29 to hear Oscar's words, DC 19 to hear the starting of a commotion, DC 4 to hear the battle starting though start in Round 2 then.

Koldur strikes Kessele, leaving a bigger wound on her than she left on Oscar. She curses the dwarf in common as she begins to retreat.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 1

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Sable keeps a look out and listens for signs of any developments but only too late...

Round 2

Sable takes off at a run with great sword in hand towards the camp.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Surprise round

Charge + Smite evil

Oscar will charge the surprised evil necromancer with all the fury of its divine power enhancing his every attack at it.

GreatSword: 1d20 + 7 + 2 + 4 ⇒ (3) + 7 + 2 + 4 = 162d6 + 6 + 2 ⇒ (2, 2) + 6 + 2 = 12

Current AC is 15 / 19 vs the necromancer

Round 1

For those who died suddenly or unexpectedly,
For those who died by violence, abuse or neglect,
For those who died at the hands of loved ones, I say:
Be Vengeful, O Lord, and take them to yourself.

Oscar starts singing the litany of the Vengeful dead, his wounds will close a little bit Swift LoH: 1d6 ⇒ 5 and he continue to hack away at the evil necromancer fighting Defensively

Defense PA GreatSword: 1d20 + 7 + 2 - 1 + 4 - 4 ⇒ (18) + 7 + 2 - 1 + 4 - 4 = 262d6 + 9 + 2 ⇒ (1, 1) + 9 + 2 = 13

Current AC 19 / 23 vs Necromancer


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Can only do either a standard or move action in a surprise round. Charge is a special action that can be done in it. No move action for me in Surprise Round. I could be wrong after staying in a hospital for so long.

Koldur glares at Kressle as she hacks a gash across Oscar's Shoulder, maintaining his own balance as his own axe scores its own wound.


Round 1:

25 Koldur* (end of charge, the hit. You still have a move action if you want it.)
18 Oscar *
18 zombies *
17 Sable *
14 Kressele 13/23, ranger 3 *
11 bandits 15/15, warrior 2 *
10 dogs *
8 necromancer *
5 Reknar
4 hobgoblins 11/11, warrior 2 *
2 other bandits in tents, 9/9 warrior 1*

*Done for the round

CMW potion: 2d8 + 3 ⇒ (2, 5) + 3 = 10

Oscar swings and Kessele dodges the blow so it is only a glancing blow off her leather armor. The zombies move around on their leashes stretching out to grab any living meat but to no avail. Sable hears the commotion and starts this way. Kressele moves back into her tent full withdraw action and she quickly drinks a potion. The bandits move up to engage your group but with half of them still sitting to begin with they only get into position. Koldur one of them swings at you but your axes deflect the blow. Reknar, one of the bandits ,white, blunder ,you are still flat footed so no AoO, and miss horribly as the other takes advantage of the flanking to score a blow to your back damage: 1d8 + 2 ⇒ (2) + 2 = 4. The dogs lash out with their teeth but miss. Both hobgoblins swing with their weapons and miss the surely dwarf. The bandits in the tents hear the commotion and soon enough come out to fight, though likely preparing themselves.

Round 2:

25 Koldur
18 Oscar
18 zombies
17 Sable*
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2
10 dogs
8 necromancer
5 Reknar
4 hobgoblins 11/11, warrior 2
2 other bandits in tents, 9/9 warrior 1

*Done for the round

Sable comes a running, he stays clear of the zombies the best he can and moves into the fire pit area. Placed on the map, present location after the run action. I stopped you at the fire, you may attempt to jump over it DC 7 Acrobatics check and continue another 20 feet if you wish.


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

I still get to act in Round 1, correct?

Reknar steps back, drawing the wand from his wrist sheath, and invoking a protective field in front of him.

I don't see coordinates in the map (posting from phone) - moving diagonally 5' up and left. Drawing and zapping wand of shield.

UMD: 1d20 + 11 ⇒ (19) + 11 = 30

"Dang Oscar, we could have attacked before we were smack dab in the middle of them all!" - the man roars.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 2

Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4 fail, fire damage: 1d6 ⇒ 2

He fails the jump and merely lands in the fire and then continues on. His elven court blade in his hands ready to mete out some violence.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

I figured but there was sooo much evil lingering that it just overtook me and my muscles acted on the pure stench it excluded

How fare is the necromancer from oscar ? if i read the map i have only two enemies in base combat ?


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

"Great! Lets hope we're just not 'overtaken' now, by sheer numbers!" - he retorts at his righteous companion.


Sorry I forgot to move Kressele. She has been moved now and the tent has been populated with furniture and obstacles. The pink circle is a rug.

Kressele is 20 feet away from Oscar and there is another dog beside her, the chain is loose but appears to be attached to the dog's collar and bed post.

Round 1 - last words

Kressele shouts out, "You had your options but now you will just be more lap dogs for our camp, men kill them!"


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Lol targeting Hobgoblins first since Koldur has a slight advantage against them
With Moonshine - Attack against Blue Hobgoblin, +1 to hit against goblinoids 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 271d10 + 4 ⇒ (5) + 4 = 9
With Moonshine - Confirm Crit against Blue Hobgoblin, +1 to hit against goblinoids 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 202d10 + 8 ⇒ (2, 1) + 8 = 11
With Dwarven Maulaxe - Attack against Blue Hobgoblin if still alive else it's red, +1 to hit against goblinoids 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 101d6 + 2 ⇒ (2) + 2 = 4

A swath of spinning axes emanates from the grumphy dwarf as he responds to the hobgoblins with a series of high swings and low chops swung as he twists his body around avoiding blows and deflecting them with his axes. Feeling his axes bite deep into his targets, he wrenches them free, sending pieces of flesh in his wake.

"Bah. A little Warm up helps goes a long way towards the start of the day. Besides the more vermins cleaned up, the less we have to worry in the future." he says in between spins, his beard somehow staying tucked neatly in his belt.


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

don't go anywhere necromancer i'll be right there for you he says greally wanting to go after her

Round 2

Oscar will 5foot step behind inside the tent made a small arrow on the map and attakc the creature in front of him

PA GreatSword: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 162d6 + 9 ⇒ (6, 4) + 9 = 19


Round 2:

25 Koldur*
18 Oscar *
18 zombies *
17 Sable*
14 Kressele 23/23, ranger 3 *
11 bandits 15/15, warrior 2*
10 dogs *
8 necromancer*
5 Reknar
4 hobgoblin 11/11, warrior 2 *
2 other bandits in tents, 9/9 warrior 1*

1 Ardent and Hundar*

*Done for the round

Koldur slices Moonshine straight through the first hobgoblin, dropping him, and flat out misses with the second swing. Oscar moves into the doorway and cuts down one of the dogs. The zombies still want in the fight but the chains hold them back. Sable runs in and runs through a fire to get closer. Kressele unhooks the chain on her dog and sends it to attack Oscar. The dog bites at him but only gets a mouth full of armor. Though the one outside gets past the armor and tears into Oscar's leg, damage: 1d6 + 3 ⇒ (3) + 3 = 6, and trips him.

The bandit in the purple shirt fumbles with his attack and swings way too high, opening himself to Koldur, AoO. Most of the bandits flail about with their weapons with little true experience and two of them get lucky shots in, one on Koldur, damage: 1d8 + 2 ⇒ (2) + 2 = 4 and one on Reknar. But Reknar's added defense from the shield the blow is deflected. They appear to be minor wounds but too many of those and it adds up.

The hobgoblin that likely is fed up with his treatment sees a chance, he takes a five foot step back to flank one of the bandits with Koldur and swings his longsword upon the bandit cutting the man's back as blood drops to the ground and blood is upon the blade.

Ardent and Hundar come in on Sable's heels but stop just past the zombies.

Round 3:

25 Koldur
18 Oscar
18 zombies
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2
10 dogs
8 necromancer
5 Reknar
4 hobgoblin 11/11, warrior 2
2 other bandits in tents, 9/9 warrior 1

1 Ardent and Hundar

*Done for the round

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 3

Sable sees that blood has already been drawn on both sides and yells out, "HEY! No blood shed without me, so are we killing these undead lovers or what?!"

He moves in making sure not to provoke and goes for a cleave on the two men next to Reknar. Focusing on his defensive stance as he attacks, Combat Expertise with fighting defensively. The slashing blade gripped in his hands flashes with attacks almost looking like a blurring shield.

Elven Courtblade: 1d20 + 8 - 1 - 4 ⇒ (11) + 8 - 1 - 4 = 14 damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Cleave only if the first attack hits, Elven Courtblade: 1d20 + 8 - 1 - 4 ⇒ (3) + 8 - 1 - 4 = 6 damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13

AC 22 for the round.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Round 3
AOO on Bandit Purple. 1d20 + 6 ⇒ (15) + 6 = 211d10 + 4 ⇒ (5) + 4 = 9

Ducking beneath the blow, Koldur without missing a beat swings up his heavier Weapon in an underhand chop aiming straight for the ribs.

Seeing the other hobgoblin slash a bandit, Koldur Grins.
"Change of heart, Aye?" before turning his axes onto the unfortunate bandits, tearing into them with a practice ease in a dance both beautiful yet deadly. Axes flickering in and out over his shoulders as he slashes and chops as if in seemly abandonment.
Attack on Purple bandit 1d20 + 6 ⇒ (8) + 6 = 141d10 + 4 ⇒ (10) + 4 = 14
Attack on Purple Bandit unless dead, hits dog 1d20 + 5 ⇒ (6) + 5 = 111d6 + 2 ⇒ (3) + 2 = 5

Seeing the rest arrive.
"There's plenty for everyone, take out those bandits and ware the undead uns."


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Round 3

His previous blow having killed the dog, Oscar will from his prone position swing the mighty blade and attack the other one

PA GreatSword: 1d20 + 7 - 1 - 4 ⇒ (14) + 7 - 1 - 4 = 162d6 + 9 ⇒ (2, 2) + 9 = 13 before standing up

provoking as some of his wounds close up again swift LoH: 1d6 ⇒ 3

Indeed we are Sable, they are inherently Evil ans therefore will have their stench purged from these lands


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Round 2

Reknar stands his ground, trying to flank one of their opponents with Sable, his voice carrying over the din of the fight - "Very well then, I guess it is do or die then! Just let me know if it will always be like this! Giv'em HELL!!" - he roars.

Sable, you should have +2 from flanking with Reknar in Round 3, so I guess that's another +2 to hit?

I had already moved the round before, but could not update on the map. Updated now.
Standard: Beginning Inspire Courage (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)


Round 3:

25 Koldur*
18 Oscar *
18 zombies*
17 Sable*
14 Kressele 23/23, ranger 3*
11 bandits 15/15, warrior 2, AC 14
10 dogs
8 necromancer *
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 other bandits in tents, 9/9 warrior 1, AC 12

1 Ardent and Hundar

*Done for the round

bite attack, AoO, on Oscar: 1d20 + 3 ⇒ (7) + 3 = 10

Koldur takes down the purple bandit and his extra swing is wide but keeps the bandits on their toes. Oscar destroys the other dog chained in front of the tent, though there still is one more that is attacking him from inside. The dog misses Oscar as he stands. Oscar can see Kressele cutting an opening in the tent.


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Round 3

"Ok then" - Reknar roars, as he again shifts his position, swinging the bardiche hard at the closest opponent, again flanking with Sable - "We sure aren't about to go down easy to swallow!"

Move: Icon updated on map
Standard: Bardiche attack on 'black' one

Bardiche attack: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage if it hits: 1d10 + 11 ⇒ (9) + 11 = 20

AoOs from Combat Reflexes if anyone comes close by moving more than 5':

Bardiche AoO: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Damage if it hits: 1d10 + 11 ⇒ (2) + 11 = 13

Bardiche AoO: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Damage if it hits: 1d10 + 11 ⇒ (8) + 11 = 19

Bardiche AoO: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage if it hits: 1d10 + 11 ⇒ (7) + 11 = 18

zzZzZzzzzz.... My rolls....


Round 3

The bandits flail about with their weapons but the more experienced fighters dodge the attacks or move to make the attacks worthless. One bandit gets a lucky shot on Sable, damage: 1d8 + 2 ⇒ (1) + 2 = 3. The dog inside bites deep into Oscar's legging, damage: 1d6 + 3 ⇒ (6) + 3 = 9, leaving a bloody mess and pulls Oscar to the ground.

Reknar hits as well dropping the bandit between him and Sable. Sable took down one of the bandits but failed to connect with his other strike. The hobgoblin misses his attack on one of the bandits.

Ardent shoots an arrow at one of the bandits approaching the battle but misses. Hundar charges forward trying to get near allies with his little legs.

Round 4:

25 Koldur
18 Oscar
18 zombies*
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
10 dogs
8 necromancer*
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.

1 Ardent and Hundar

*Done for the round

Two of the zombies break free the spike holding them to the ground. They move towards the fight.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Round 4

Continuing his his defensive stance he swings after the orange bandit first then goes after the white one with the shield, he puts the full force of his strike into these attacks, using Power Attack with combat expertise and defensive fighting, Current AC 22.

Elven Courtblade: 1d20 + 8 - 1 - 4 - 1 ⇒ (16) + 8 - 1 - 4 - 1 = 18 damage: 2d6 + 7 + 3 ⇒ (1, 1) + 7 + 3 = 12

Elven Courtblade: 1d20 + 8 - 1 - 4 - 1 ⇒ (4) + 8 - 1 - 4 - 1 = 6 damage: 2d6 + 7 + 3 ⇒ (6, 6) + 7 + 3 = 22

He strikes the first one with a great stroke, just not enough to down him. His blade falters as he goes for the second strike merely hitting the bandit's shield.


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Stepping in front of the oncoming brigand, and swinging the bardiche in a wide arc, Reknar aims for one of the bandits attacking Koldur (Attacking dark blue), putting as much weight behind the attack as he can.

Bardiche attack: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage: 1d10 + 11 ⇒ (1) + 11 = 12

"Keep at'em!" - he roars - "They'll eventually understand!"


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Round 4

Necromancer, don't think that your dogs will keep me for much longer from you. Your time on this Earth is at an End. You will be meet with Judgment. he says as some more of his Wounds close Swift LoH: 1d6 ⇒ 6 before he attacks

PA GreatSword: 1d20 + 7 - 1 - 4 ⇒ (17) + 7 - 1 - 4 = 192d6 + 9 ⇒ (3, 5) + 9 = 17 and than stand up again with a 5ft step closer to her

Current AC 21 vs Necromancer (only)


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Lithe despite his bulk, the old dwarf ducks and weaves between blows sending his axes slicing as if all part of a daily routine practiced to be effortless.
Attack on Dark Blue 1d20 + 6 ⇒ (7) + 6 = 131d10 + 4 ⇒ (3) + 4 = 7
Attack on Blue if still alive else target goes to Green 1d20 + 5 ⇒ (12) + 5 = 171d6 + 2 ⇒ (5) + 2 = 7

"GO after her Oscar, we'll keep this 'Uns off yer back!" he encourages after bending back what seems to be an impossible position, avoiding a narrow swipe.


Round 4

Koldur misses with his main hand but swings in the other axe to great effect. The bandit is bloodied as is Koldur's axe. Oscar takes down another dog, with a yelp it drops leaving Oscar's boot alone. Sable hurts one of the bandits bad with one strike of his great sword. Kressele throws a dagger at Oscar but it deflects off his armor then she moves out of the tent by the hole she made. One of the bandits attacking Koldur gets a lucky strike in leaving a bloody wound on his arm, damage: 1d6 + 3 ⇒ (5) + 3 = 8. The other bandits continue to flail about with little expertise in combat. Reknar takes down one of the flanking bandits on Koldur as blood sprays from the man's back. The hobgoblin was cut down, though if the group overcomes the bandits the hobgoblin might yet still live. The bandit charging up on Reknar blocks the AoO with his shield as he comes in to swing, both bandits fail to hit Reknar. Ardent shoots again and misses as Hundar moves in to flank with Sable a small dagger in his hand.

Oscar before moving over the dog's body more than a 5 foot step will be a Acrobatics check of DC 5. When you go after her next round.

Round 5:

25 Koldur
18 Oscar
18 zombies
17 Sable
14 Kressele 23/23, ranger 3
11 bandits 15/15, warrior 2, AC 14
10 dogs
8 necromancer*
5 Reknar
4 hobgoblin 11/11, warrior 2, AC 17
2 'White' bandits in tents, 9/9 warrior 1, AC 14 with shields.

1 Ardent and Hundar

*Done for the round


Hp 37/37 AC 17 / 10 / 17 (+5 Perc; +0 Init; Fort +9, Ref +5, Will +10)

Round 5

The necromancer is running away and i woun't be able to catch her he says to his friend

Moving back in the main combat near Koldur to assist him Swift LoH: 1d6 ⇒ 4

GreatSword: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 152d6 + 6 + 1 ⇒ (6, 2) + 6 + 1 = 15 at one of the bandits


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Ach! Me age is catching up, me thinks." reverting back to his dwarvish thick brogue, Koldur glares at the unfortunate bandit, snapping his body straight and delivering devastating overhead chops.

Attack Yellow Bandit, moonshine 1d20 + 6 ⇒ (1) + 6 = 71d10 + 4 ⇒ (1) + 4 = 5 Terrible!
Attacking Yellow Bandit if still alive 1d20 + 5 ⇒ (11) + 5 = 161d6 + 2 ⇒ (5) + 2 = 7

"We got a man down here. Someone can assist?" upon noticing the Hobgoblin's slightly rising chest.


Male Human Fighter 2 | HP 5/36| 19 (21 with shield raised) | Fort: +9; Ref: +7; Will: +5 | Per +7 | Spd 25 ft. |Hero Points: 2

Reknar takes another step towards his companions, but as he does so this time, the man whirls around, leaning his weight on the right foot, and whirling the polearm around to attack one of the bandits coming up behind him - "I've had enough of you lads!"

Bardiche attack on one of the whites close to Reknar: 1d20 + 8 ⇒ (17) + 8 = 25
Damage if it hits: 1d10 + 11 ⇒ (1) + 11 = 12

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