Aubrey's Kingmaker Campaign

Game Master Aubrey the Malformed


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The bandit looks hard at Aleph. "Don't you cuss, young man!" he replies.


m Human Warlock 3 exp 2318 (infernal boon)

Aleph takes an instant liking to the (in his mind) hypocritical crumudgeon; killing him will be bittersweet at best.


Sorcerer 4E

MArc shakes his head.

"They'll let anyone become a bandit these days!"

When I clicked you updated map link, I got linked back to our thread?


There you go.


Sorcerer 4E

Ah! Much better! Thank you! :)

EDIT- Hasren up! (From the last page) :)


Male Half-Elf Bard/3

Sorry. Hectic weekend & forgot to check the map, so posting blind again.

Still chanting his rousing Warsong, Hasren adjusts his position to take advantage of his opponent's distraction & slashes into his side.

Minor action: sustain Song of Courage
Move action: Shift/move into flanking postion of B4 (is he still alive?) if not, then next closest bandit.
Standard action: Warsong Strike: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 vs AC, on hit 1d8 + 3 ⇒ (4) + 3 = 7 damage & any ally who his bandit B4(or closest) before the end of Hasren's next turn gains 3 tempHP.


Male Half-elf Paladin 3

I first attack Bandit 5 using Valiant strike; my effective STR is 18 as I have two opponent surrounding me. Attack roll 11+8+1(bard)+1(STR increase)=AC 21, damage 1d8+4+1(STR increase=11. I then use a minor action to lay ands on myself, healing 7 hit points. I then use my action point and make another attack, this time on Bandit 6. I hit him with Holy strike. Attack roll 9+8+1(bard)=AC 18, damage 1d8+6=12.

Finally, my saving throw: 5... Still slow.


OK, I've moves Hasren to flank B5 and B4 is already down. Also, I've said it before but I'll say it again: Valiant Strike does not give you a STR boost. It gives you a +1 to hit for each enemy around you, using STR as the base stat for the attack. You are thinking too 3e - 4e doesn't give you fiddly things you have to calculate like that, just straight bonuses to hit and/or damage. Finally, since Hasren offed B5, both of Heimoths attacks go on B6.

Hasren moves down and chops down one of the bandits menacing Heimoth. Heimoth turns and attacking the other.

Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 2 prone, bandit 4 prone, bandit 6 bloodied)
Renegade Mage 12+
Heimoth 12- (Slowed)
Sefra 7
Marc 4

B5 down. Sefra.

Map updated.


Steel Wind, 1d20 + 8 ⇒ (5) + 8 = 13 on b2, vs ref
1d20 + 8 ⇒ (17) + 8 = 25 on b1 vs ref
1d8 + 6 ⇒ (7) + 6 = 13 damage
Elven Accuracy on attack against B2, 1d20 + 8 ⇒ (10) + 8 = 18
Centered Flurry of Blows, 5 extra damage to b2, and slides him into R10

Sefra slams into the two bandits ahead of her and attempts to throw the closest one into the flames of her sister.


Sefra savagely pounds two of the bandits, throwing one into the flames to burn.

B2 down. Marc.


Sorcerer 4E

"Right! Good show! Now your turn my friend!" Marc cries cheerfully as he slices the air again with both dagger and magic.

Stick with what works! I hit B1 with an at-will attack, so Arcane Spell fury and Rising Spellfury feats each give me another +1 each to hit now. SO: Chaos bolt vs Will on B1;

1d20 + 8 ⇒ (15) + 8 = 231d10 + 7 ⇒ (9) + 7 = 16


Marc harnesses chaotic wrongness to assault his enemy. The bandit collapses under the onslaught.

B1 down.

Map updated.

Terra.


Female Elf Druid 3 2168xp

Move to Y10 and throw a flame seed at RM
1d20 + 8 ⇒ (14) + 8 = 22vs ref
1d6 + 1 ⇒ (3) + 1 = 4 on hit flame field yada yada

Toad moves to W9 and attacks B5
1d20 + 8 ⇒ (16) + 8 = 24vs ref
1d8 + 5 ⇒ (3) + 5 = 8if hits will pull to square adjacent W10


m Human Warlock 3 exp 2318 (infernal boon)

Stab b5 again....
1d20 + 5 ⇒ (2) + 5 = 7
damage
1d4 + 1 ⇒ (2) + 1 = 3


Initiatives:
Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 2 prone, bandit 4 prone, bandit 5 bloodied/marked by Heimoth)
Renegade Mage 12+
Heimoth 12- (Slowed)
Sefra 7
Marc 4

It has come to my attention that a certain person <cough> Vattnisse <cough> has jumped the gun, meaning that the bandits didn't get their go last round. It shall be remedied in due course.


Male Half-Elf Bard/3

Which is why I've been uh... waiting to post. No, Really! Honest! I didn't forget to check the map when I got home! Seriously! >.>

And as long as I'm making ooc posts... Since I don't know if it's been noted, said initiative jumper is using his 1st level Lay on Hands stats. Lay on Hands allows Heimoth to expend a healing surge so that the target regains hit points as if the target had spent a healing surge (1/4 maxHPs). Assuming Heimoth has 48 HP when fully healthy, he should be regaining 12 HP not 7 HP.


Eh, this combat's gone to hell. And it all HIS FAULT!

To be fair, he has a lot on in his personal life at the moment. I'll try and work something out.


More bandits begin heading in from the south.

OK, first off, Hasren's go.


Male Half-elf Paladin 3

Um... Sorry?

So... Hasren, bandits, their tame wizard and then me?


Sorcerer 4E

Marc snorts in satisfaction as his opponent finally drops, then turns towards the new arrivals.

"Ah excellent!" He cries jovially.

"New dance partners! I choose YOU sir!" He crows, pointing his dagger randomly at the bandits.


Male Half-Elf Bard/3

Uh... there's a big rock between you & them Marc...

Taking a deep breath, Hasren renews his warchant and continues his attack on the bandit before him. Seeing Heimoth moving lethargically about the battlefield, adjusts his blow to splash a bit of his opponent's blood on Heimoth's face. In between stanzas, Hasren asks "Shouldn't you stop lolly-gagging about & see to what's coming around this rock?"
Minor action: sustain Zone of Courage
Standard action: Attack B5 with Focusing Strike 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 vs AC, on hit 1d8 + 3 ⇒ (2) + 3 = 5 damage & Heimoth can make a saving throw now.

Invoking a word of power, Hasren heals Aleph's wounds and quips "I thought I heard that unpleasant fellow over there saying rude things about your mother." while pointing at the bandit spell-caster.

Minor action: Majestic Word - Aleph regains a surge+3 HPs


Sorcerer 4E
Hasren wrote:
Uh... there's a big rock between you & them Marc...

Ummm,... DOH! (I didn't actually LOOK at the map! Yet,... ;P


B5 down.

The bandit attacking Heimoth steps back and takes a breather nearer his compatriots as they move up. (5' step and then a second move action.) The mage escapes from the burning field conjured by Terra, and unleashes a sonic boom to damage and hinder Aleph, Heimoth and Hasren.

A Cacophonous Burst incoming. Affects Aleph, Hasren and Heimoth, centred between them. On a hit, you take 1d6 + 4 ⇒ (6) + 4 = 10 and are pushed 1.
Aleph: 1d20 + 7 ⇒ (13) + 7 = 20 to hit v Fort
Hasren: 1d20 + 7 ⇒ (4) + 7 = 11 to hit v Fort
Heimoth: 1d20 + 7 ⇒ (9) + 7 = 16 to hit v Fort
Hits Aleph and Heimoth. I have moved you around as the whim takes me.

Heimoth. You get a saving throw at the beginning of your turn for free provided by Hasren as well.

Initiatives:
Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 6 bloodied)
Renegade Mage 12+
Heimoth 12- (Slowed)
Sefra 7
Marc 4


Male Half-elf Paladin 3

Map.

First, a free save: 10+1 (Human perseverance)=11. Huzzah!

Finally mobile again, Heimoth jogs towards the enemies, taking care to avoid being surrounded. "You there," he barks at the closest one. "Come get some more of this!" With that, he flings his throwing axe at the miscreant before assuming a fighting stance, sword and shield held high.

I can't reach them with a charge, so it's time for my first ranged attack! Move to Y15 before challenging Bandit 9 and then throwing the axe at him. Attack roll 13+6+1(bard)=AC 20, damage 1d6+3=8.

Sefra.


Shoot an arrow at B9
1d20 + 9 ⇒ (2) + 9 = 11 vs ac, 1d10 + 6 ⇒ (7) + 6 = 13

Sefra launches an arrow at the bandit that Heimoth launched his axe at.


Heimoth wrote:

Map.

First, a free save: 10+1 (Human perseverance)=11. Huzzah!

Finally mobile again, Heimoth jogs towards the enemies, taking care to avoid being surrounded. "You there," he barks at the closest one. "Come get some more of this!" With that, he flings his throwing axe at the miscreant before assuming a fighting stance, sword and shield held high.

I can't reach them with a charge, so it's time for my first ranged attack! Move to Y15 before challenging Bandit 9 and then throwing the axe at him. Attack roll 13+6+1(bard)=AC 20, damage 1d6+3=8.

Hmm... Movement = move action, draw weapon = minor action, attack = standard action, mark = minor action. That's one too many actions. You hit, so lets run with dropping the mark. He'll probably attack you anyway.

Heimoth's axe funds its target.


Sefra wrote:

Shoot an arrow at B9

1d20+9 vs ac, 1d10+6

Sefra launches an arrow at the bandit that Heimoth launched his axe at.

I have you firing through solid rock. Unless I've misplaced you, you'll need to move.

Map updated.


Move to Z8


Female Elf Druid 3 2168xp

I'm supposed to be in Y10 and my toad in w9


Map updated.

Marc.


Sorcerer 4E

Right! Can I se B7 from my current position? If not, take a 5' step to R12, that should do it?

"Where are you,...? Ah HAH! THERE you are! Hiding will avail you naught miscreant!" Marc cries as he finally sees a target.

He slashes the air with his dagger, sending a bolt of colorful magic towards the bandit heading his way,...

Chaos Bolt, vs Will, target B7, Psychic dmg, still have an extra +1 to hit from Arcane Spellfury

1d20 + 7 ⇒ (20) + 7 = 271d10 + 7 ⇒ (7) + 7 = 14


Male Half-Elf Bard/3

Ooh! Crit! Does the dagger do anything fun in addition to extra damage?

nvm... checked out your char sheet. Nice! He'd lose any resistances, but I'm guessing he'll merely be inconvenienced by the 17+1d6 psychic damage you're doing to him!

"Ouch! That's going to leave a mark!" Hasren banters.


Sorcerer 4E

Wow. Was in such a hurry I didn't even check the roll! ;P THAT'll teach me! ;)

On Crit, dagger does +1d6, and target loses it's resistances (save ends)

1d6 ⇒ 1

Hmph. Little less impressive than the previous roll! lol ;P


Initiatives:
Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 6 bloodied)
Renegade Mage 12+
Heimoth 12-
Sefra 7
Marc 4

The bandit rocks back on his heels as Marc's magic bolt thunders into him.

Terra.

Map updated.


Female Elf Druid 3 2168xp

map still showing Terra and Toad in the wrong places Sefra too she is in Z8 but I can work with it since my movement is an 8

Terra moves to Z11 and calls down lighting on square AC19 burst 1 centered on square effect: in area zone of rumbling thunder is created while in zone enemies take -2 to attack, if they leave teh zone they take 5 thunder dmg

1d20 + 8 ⇒ (17) + 8 = 25vs B10 vs Ref
1d20 + 8 ⇒ (13) + 8 = 21vs RM
1d8 + 6 ⇒ (5) + 6 = 11

Toad moves to AC15 and attacks b10
1d20 + 8 ⇒ (11) + 8 = 19vs ref
1d8 + 6 ⇒ (7) + 6 = 13on hit pulls to adj square causing him to leave thudner zone and take 5 more dmg


Redid the positions.

Are you sure you can carry out all these actions plus the toad? The toad gets some default actions but they are pre-programmed, and by-and-large you aren't supposed to get extra actions. If you are directing the toad, I thought that was a standard action. Plus I don't think it can get to AC15 with its movement.


Female Elf Druid 3 2168xp

you are right toad will only go 3 squares from a preprogrammed aciton not it's full movement, so toad will move from w9 to Z12 and lose it's attack the toad will attack the nearest enemy or the last enemy it attacked on it's preprogrammed action or move on it's own towards someone to attack(without my intervention) The toad is one of the best summons because it will attack on it's own


The bandits dance as Terra calls down lightning on them.

Initiatives:
Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 6 bloodied, bandit 10 -2 to hit)
Renegade Mage 12+ (-2 to hit)
Heimoth 12-
Sefra 7
Marc 4

Aleph.

Map updated.


m Human Warlock 3 exp 2318 (infernal boon)

Dance you little bandits! Dance!


m Human Warlock 3 exp 2318 (infernal boon)

move to o10,
curse bandit 7,

and...

fiery bolt on bandit 7;

1d20 + 5 ⇒ (4) + 5 = 9 versus reflex;

damage
3d6 + 4 + 1d6 ⇒ (4, 6, 4) + 4 + (4) = 22

on a successful hit.


Sorcerer 4E

"Indeed! I knew I felt sparks when I met her!" Marc grins.


Aleph's fiery bolt blasts a chunk out of the rock but misses the bandit.

Initiatives:
Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 6 bloodied, bandit 10 -2 to hit)
Renegade Mage 12+ (-2 to hit)
Heimoth 12-
Sefra 7
Marc 4

Hasren.

Map updated.


m Human Warlock 3 exp 2318 (infernal boon)

"See? See that rock, varlet? That could've easily been your head...."


Male Half-Elf Bard/3

Hasren calls out: "Marc! Aleph! One more shot on that guy and then head over towards Terra! Start working over their pet mage! Don't let those two draw you out where I can't help you. Unless of course, you enjoy getting cut up..."

He shifts his position slightly to keep everyone in the party within the area his warchant will help them & within a range that he can help them with his arcane bolstering.

Move action: move to U10
Minor action: sustain Zone of Courage
Standard action: Ready Stirring Shout to target the first bandit to get into melee range of either Marc or Aleph. (Don't really want to use it, which is why I'm holding it as a ready action for something I hope doesn't happen this round. But also don't want to totally waste the action either...)


B7 and B8 both charge Marc. That triggers Hasren's action. Meanwhile, B6 and B9 go for Heimoth and B10 and the mage go for Terra.

We'll resolve Hasren's action first.

Map updated.


Sorcerer 4E

Preparatory note, if MArc is hit by an attack, he will use it to activate his Dragonflame Mantle Sor Utility 2 power. :) Thank you!

Dragonflame Mantle

Spoiler:

Dragon Flame Mantle- Sor Utility 2
Encounter* Arcane, Fire
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire dmg


Male Half-Elf Bard/3

Seeing Marc about to get ganged up on by the charging bandits, Hasren shouts out a familiar word of power to help the sorcerer! Translation: free HP's if you beat this bandit(B7) up!

Stirring Shout @B7 1d20 + 4 ⇒ (6) + 4 = 10 vs will; on hit 2d6 + 3 ⇒ (4, 3) + 3 = 10 psychic damage. Effect: Until the end of the encounter, whenever an ally hits B7, that ally regains 3 HP.

I'd have rather shot B8 to maximize the healing potential, but B7 was the easier shot & more likely to go down faster, thus making this fight finish sooner. Ah well... at least Marc can tap the guy for some of the hit points he may be taking away!


OK, their turn!

B7 and B8 both charge Marc. Meanwhile, B6 and B9 go for Heimoth and B10 and the mage go for Terra.

B6: Attack 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 v AC, damage 1d8 + 2 ⇒ (1) + 2 = 3
B7: Attack 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 v AC, damage 1d8 + 2 ⇒ (7) + 2 = 9
B8: Attack 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 v AC, damage 1d8 + 2 ⇒ (8) + 2 = 10
B9: Attack 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 v AC, damage 1d8 + 2 ⇒ (8) + 2 = 10
B10: Attack 1d20 + 6 + 1 - 2 ⇒ (2) + 6 + 1 - 2 = 7 v AC, damage 1d8 + 2 ⇒ (3) + 2 = 5

The mage Magic Missiles Terra - 5 damage.

Marc's flaming mantle goes off, scorching B7 and B8 for 1d6 ⇒ 2 damage.

Initiatives:
Terra 23
Aleph 18 (Concealed)
Hasren 18 (zone of courage +1 to hit for allies within 5)
Bandits 14 (bandit 6 bloodied, bandit 10 -2 to hit)
Renegade Mage 12+ (-2 to hit)
Heimoth 12-
Sefra 7
Marc 4

Heimoth.

Map updated.


Male Half-elf Paladin 3

"Good one! But you need to do better than that." With a snarl, Heimoth slams his shield into the face of the closest bandit and then steps around the other one, preparing to charge the mage.

I'm attacking Bandit 9 with Staggering smite: Attack roll 12+8=AC 20, damage 2d8+4=13. A hit pushes the bandit to AB 18, which is sadly on fire... I then use Lay on hands on myself before stepping to Z14.

Sefra.


Move to AB11
Steel Wind with Flurry of Blows1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 vs ref, 1d8 + 6 + 5 ⇒ (1) + 6 + 5 = 12 against B10, if i hit i take -3 less damage until the end of my next turn from B10

Sefra sweeps in behind the bandit threatening Terra and strikes.

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