The Sounds of War (Inactive)

Game Master Arcmagik

A campaign that is heavily influenced by Kingmaker; yet nothing will be as you expect...


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Very good idea!


male Aasimar (Angel Blooded) Paladin level 3

Also, if you want a little more than just rolls out of me, you could PM me with a few prompts of the 'Varn does this! How do you respond?' sort so I can give a little something to work with.


Once Varn goes into rage, there will be little more than attacking from him, but I will interrupt the action if need be, unless you would prefer to go round by round. I can find another way to engage the other party members.


male Aasimar (Angel Blooded) Paladin level 3

We don't have to go round by round, doing it as a montage would probably be better for all involved.


Alright, give me 15 attack / damage rolls, and if something breaks I will break the action for responses, and see how many of those it takes to win or lose against Varn.


male Aasimar (Angel Blooded) Paladin level 3

Attack 1: 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Attack 2: 1d20 + 5 ⇒ (16) + 5 = 21
Damage 2: 2d6 + 8 ⇒ (4, 6) + 8 = 18

Attack 3: 1d20 + 5 ⇒ (4) + 5 = 9
Damage 3: 2d6 + 8 ⇒ (1, 5) + 8 = 14

Attack 4: 1d20 + 5 ⇒ (2) + 5 = 7
Damage 4: 2d6 + 8 ⇒ (2, 1) + 8 = 11

Attack 5: 1d20 + 5 ⇒ (2) + 5 = 7
Damage 5: 2d6 + 8 ⇒ (4, 1) + 8 = 13

Attack 6: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 6: 2d6 + 8 ⇒ (3, 5) + 8 = 16

Attack 7: 1d20 + 5 ⇒ (1) + 5 = 6
Damage 7: 2d6 + 8 ⇒ (2, 1) + 8 = 11

Attack 8: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 8: 2d6 + 8 ⇒ (6, 3) + 8 = 17

Attack 9: 1d20 + 5 ⇒ (18) + 5 = 23
Damage 9: 2d6 + 8 ⇒ (6, 3) + 8 = 17

Attack 10: 1d20 + 5 ⇒ (19) + 5 = 24
Damage 10: 2d6 + 8 ⇒ (2, 1) + 8 = 11

Attack 11: 1d20 + 5 ⇒ (19) + 5 = 24
Damage 11: 2d6 + 8 ⇒ (6, 5) + 8 = 19

Attack 12: 1d20 + 5 ⇒ (10) + 5 = 15
Damage 12: 2d6 + 8 ⇒ (1, 2) + 8 = 11

Attack 13: 1d20 + 5 ⇒ (20) + 5 = 25
Damage 13: 2d6 + 8 ⇒ (4, 2) + 8 = 14

Attack 14: 1d20 + 5 ⇒ (20) + 5 = 25
Damage 14: 2d6 + 8 ⇒ (3, 2) + 8 = 13

Attack 15: 1d20 + 5 ⇒ (15) + 5 = 20
Damage 15: 2d6 + 8 ⇒ (1, 5) + 8 = 14


male Aasimar (Angel Blooded) Paladin level 3

I don't know if adding critical threat rolls will mess up what is already there, so I'm going to post them here. Also, until this moment, I've never really appreciated what you can get with a high strength melee character.

Critical threat 1: 1d20 + 5 ⇒ (2) + 5 = 7
Potential bonus damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18

Critical threat 10: 1d20 + 5 ⇒ (3) + 5 = 8
Potential bonus damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17

Critical threat 11: 1d20 + 5 ⇒ (8) + 5 = 13
Potential bonus damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

Critical threat 13: 1d20 + 5 ⇒ (19) + 5 = 24
Potential bonus damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17

Critical threat 14: 1d20 + 5 ⇒ (12) + 5 = 17
Potential bonus damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16


INITIATIVE:

Teyran Rilskel: 1d20 + 1 ⇒ (5) + 1 = 6
Maegar Varn: 1d20 + 1 ⇒ (14) + 1 = 15

Pre-Rolled Attacks for Maegar Varn:

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 9 ⇒ (8) + 9 = 17


male Aasimar (Angel Blooded) Paladin level 3

Any thoughts for how to proceed? Teyran's first inclination is to try and declare the Sword Council irrelevant and invalid, which I'm pretty sure you all know is a pretty bad idea.


Male Human (Varisian) Fighter (Brawler)/5 HP 44/44, Init +2, Per +6, AC 18/ t14/ ff14, F 5, R 3, W 3

Particularly as it isn't irrelevant or invalid. It's the leadership of the refugees for the most part. Technically, even our own legitimacy derives from them, now.
Later, it will derive from our actions & hopefully success in dealing with the trials of leading the community in the wilds.

Right now, we need to a) Get the refugees the rest of the way to the Trading Post. b) Decide if we are going to establish a community for them there or elsewhere. c) Decide if we are going to integrate or separate the refugee & 'bandit' populations.

Then we will need to focus on things like pacifying the surrounding area & establishing a political presence.


HP 14/14; Init +3; Per +4, Low-Light Vision; AC 13, T 13, FF 10; F +1, R +5, W +3 (+2 vs mind, +1 vs Fear), immune sleep
DundjinnMasta wrote:

** spoiler omitted **

** spoiler omitted **

That was really cool to read, thank you!

As for how to proceed, I agree with Tad. We can build our own community with all the refugees and let the other Sword Lords all worry about Brevoy; basically, doing what we originally set out to do in the first place. I think the Trading Post is the only place we can take such a group right now as we have discovered only the Temple of the Elk as a possible location for settlement.


I am here btw... I actually got quite stuck on what Kesten would say in response! Plus things have been busy as we got a little busy at work for the Easter vacation that started Friday.


Male Human (Varisian) Fighter (Brawler)/5 HP 44/44, Init +2, Per +6, AC 18/ t14/ ff14, F 5, R 3, W 3

My Mother called. She is going to need my help with things a lot more now. I should know in a day or two if I am going to need to bow out permanently.

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