Aubrey's Kingmaker Campaign

Game Master Aubrey the Malformed


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With a joyous whoop the bandits charge after Marc. The bowman follows them in, but then stops as he notices Aleph on the roof and Heimoth in the fort's yard. He shoves one of the men towards Heimoth and takes a bead on Aleph with his bow. The leader remains outside for the moment.

OK, Greataxe (GA) and two of the Sword-and-Shields (SS's) move after Marc. The move into the yard and then charge him as he scurries near the front door of Oleg's house. GA is now at O17, and the two SS's are at P17 and O17. But look on the bright side, they don't have flanking - yet.

Bow (Bow) moves to L16. Bow will shoot at Aleph. The last SS will move to N22.

Attacks on Marc:
GA: vs AC, 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9, damage 1d12 + 1d6 + 3 ⇒ (2) + (6) + 3 = 11
SS2: vs AC, 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22, damage 1d8 + 3 ⇒ (8) + 3 = 11
SS3: vs AL, 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22, damage 1d4 + 3 ⇒ (4) + 3 = 7

The frothing barbarian is clearly still recovering from his acid attack and his axe sweeps wide, taking a chunk out of the wall by Marc's head. The others are more disciplined. One slashes Marc with his sword and the other smashes him in the face with his shield. (18 damage to Marc. As well as everything else, Marc is now Dazed until the start of these guys' next turn, which means only one action per round.)

Attack on Aleph:
Bow: vs AC, 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20, damage 1d10 + 3 ⇒ (5) + 3 = 8


Initiative
Marc 21
Thom 14+
Bow 14
S&S 14-

Quinn 13
Leader 12

Heimoth 12
Aleph 7
Haz Gunn 4
Greataxe 2

Quinn, unless people want to use their readied actions. Again, someone will have to take his actions.


m Human Warlock 3 exp 2318 (infernal boon)

I have, according to Aubrey's coordinates, the greataxe and one of the sword/n/boards at o17; I assume one of the two is at o18 instead?...

Also, just looked at combat a bit, I think I get the jist of it, and I'm starting to try to look at Quinn's stuff to see what he wants to attempt; if a steadier hand feels the power, feel free to jump in and do it; I don't have a PHB II but I'll see what I can do.


m Human Warlock 3 exp 2318 (infernal boon)

Marc looks effed, so I think it's time for Quinn to burn an encounter power.

I think that axy is at o17, and one of the swordybordy's is at o18; if this is not the case can I reconsider,....

Quinn will move to m12 and cast twisting vines at n17,
to hit the axe and the sword and boarder vs. their reflex
1d20 + 4 ⇒ (19) + 4 = 23

damage 1d8 + 4 ⇒ (5) + 4 = 9

and areas m-o 16-18 are difficult terrain until Quinn's next turn.


m Human Warlock 3 exp 2318 (infernal boon)

"closing the gates is futile! let's just speckle these schlafeich's!!!"

*edit* 23 to hit....9 to da damages.......
NIIIIIIIIIIIIIIIIIIIIIIICE. AND I figured out how sliding works I think.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Hearing the attack on Marc and the strange Heimoth's shouted command, Thom abandons the gate, sliding between the gate and the bunkhouse, and steps up behind the archer, hoping to shift the balance.

Using that readied action, as Heimoth was my trigger.

Moving to L-15, which shouldn't provoke an AoO since the archer is wielding a bow, right? Okay, doing the best i can here. Don't have a clear line of charging, so i can't get an attack in to break things up. Sorry Marc. Hang in there and we'll try to get you out of here in one piece.


m Human Warlock 3 exp 2318 (infernal boon)

run at an angle 45 degrees to magnetic north! You'll actually go faster for some reason!
My 4e joke.


Sorcerer 4E

ARGH! Stoopid POst-monster!

Well, the good news is, when I'm bloodied I get an AC bonus! Oh wait, I'm there! (7HP left!)

Marc staggers as the two blades bite deep. The blood pours, and MArc's skin shimmers, taking on an almost reptilian appearance. +2 AC bonus when bloodied. AC now 15

The dandy weaves on his feet, but still manages to glare haughtily at his opponents. He jabs his dagger forward, and it shimmers with an icy sheen as a blast of frost seems to leap from the blade on it's own accord, seeking it's master's enemy,...

>Arcane Spellfury- +1 to Att rolls after hitting with Sorcerer at-will attack
>Sorcerous Blade Channeling- Use dagger to make Ranged attacks as Melee attacks
>Using dagger to to use Encounter power Frostbind on SS in O17. Att: Cha vs Fort, Hit: 3d6+Cha Mod(+4) cold dmg [DM: 3d6+7] and target takes -2 penalty to reflex until the end of your next turn.

1d20 + 5 ⇒ (19) + 5 = 243d6 + 7 ⇒ (6, 2, 1) + 7 = 16

DAzed, so only one action? That means total? SO not even a minor action left. (Not that I can think of how a minor action would help me right now)


m Human Warlock 3 exp 2318 (infernal boon)

I don't thin it's Marc's attack yet; the leader, then Heimoth, Haz Gunn to go; I also think Aub shot the axeman's attack early which might be what threw youse off.
Plus I was attacking for Quinn.


Sorcerer 4E

ACK! Oops! Yeah, sorry, got all excited when I saw Aub post the Init list again, missed the part where he said it was Guinn's turn! :P (Sorry Guinn, et al. After you!) :)


Oh yeah, misread the axeman's initiative - sorry for all that. By the way, for reference, a ranged attack when people are in melee range will provoke and AoO (or OA, as they are in 4e).


Thomdril wrote:

Hearing the attack on Marc and the strange Heimoth's shouted command, Thom abandons the gate, sliding between the gate and the bunkhouse, and steps up behind the archer, hoping to shift the balance.

Using that readied action, as Heimoth was my trigger.

Moving to L-15, which shouldn't provoke an AoO since the archer is wielding a bow, right? Okay, doing the best i can here. Don't have a clear line of charging, so i can't get an attack in to break things up. Sorry Marc. Hang in there and we'll try to get you out of here in one piece.

Thom, just checked the rules and if you don't take your readied action you get a normal round on your initiative. Move 6 gets you to the bowman in a single move actin so you can attack him if you wish. I'll assume you delayed or something.


We've had Marc, Greataxe, the Sword-and-Shields and Bow have their goes, plus Thom (half) and Quinn.

As this is knew to some people, I will add that you get THREE actions per round in 4e - a standard (most of you managed those), a move and a minor. Don't neglect your minors - many class features work off minor actions, like marking targets, warlock's curses, and so on.

So can those who have posted up have a look and see what additional actions they might want to take on their turns. I'll then give Leader his go.


Aleph wrote:

Quinn will move to m12 and cast twisting vines at n17,

to hit the axe and the sword and boarder vs. their reflex

I'm not sure how Quinn gets there unless he jumps off the wall, which might hurt. I'd say he can see over the bunkhouse roof anyway to target the spell if you so desire, but his movement might be problematic. Do you want him to jump down (it's not far) or just run round the walls towards the ladder behind Heimoth?


m Human Warlock 3 exp 2318 (infernal boon)

I didn't understand that he was up on a wall; I'll have him do the spell then indeed move toward the aforementioned ladder. The best I can tell he'll get to g24 in that time.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

i'm lightly lost... do i have the rest of my action now? IF so, did we skip HazGun?


Male Half-elf Paladin 3

Yes and no. It's your turn, then the bandit leader, me, Aleph and then Hasren. After that, we start on top of the initiatives again with Marc.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Ah.. ok, i see. For the rest of my move...

As Thom steps up beside the archer, Gorum's whispers bring a supernatural precision to Thom's bladeswing.

Minor - put censure on the bowman. Standard - Bond of Pursuit against bowman's AC 1d20 + 6 ⇒ (8) + 6 = 14 or 1d20 + 6 ⇒ (19) + 6 = 25; damage 1d10 + 3 ⇒ (8) + 3 = 11. If he moves away from me before the end of my next turn, I immediately get to move up to 4 squares nearer him as an immediate reaction, and I get a +3 to my next damage roll against him.

and now my initiative is moved to just before axe-man and the Leader?


Male Half-Elf Bard/3

Since the Greataxe guy isn't supposed to have moved yet, should Quinn's attack be re-targeted to try to get the two swordsmen menacing Marc? If so, another attack roll needs to be made against SS2. The way area attacks work in 4E, damage is rolled once & to-hits rolled vs all targets. All hit targets get the determined damage applied.

I've updated the map to just after Thom's turn. I've changed Marc's symbol to red to indicate he's Bloodied. I've held off on indicating the patch of difficult terrain until I hear if it's been re-targeted or not.

Mid-round map.


m Human Warlock 3 exp 2318 (infernal boon)

right on; Quinn's other attack roll; thought one would suffice for one spell, but I'm newbie duod, so.....forgive me the eccentricities.
1d20 + 4 ⇒ (12) + 4 = 16

1d8 + 4 ⇒ (7) + 4 = 11

the first was for the axeman, or whoever is in o17. This next attack is for the other guy.
If there's two guys at o and p 17, I'll frag the spell centered at p16. If there's two guys at o 17 and p 18, or if all three are there, I'll stick with n17 as the center square as per original.


No, axeman just moved out of turn, we'll run with the positions as they are described above, and with Quinn's spell as described.


Male Half-elf Paladin 3

Bandit leader's up.


Sorcerer 4E
Aubrey the Demented/Malformed wrote:
By the way, for reference, a ranged attack when people are in melee range will provoke and AoO (or OA, as they are in 4e).

Yep. BUT, Marc's Feat (Sorcerous Blade Channeling) lets him use a ranged power AS a melee power, so no "OA". Or "AoO". At least, I hope so, cuz that's why I took it! :) (I'm so confused,...) ;P


Ah, you're right, sorry for that.


Male Half-Elf Bard/3
Aleph wrote:

right on; Quinn's other attack roll; thought one would suffice for one spell, but I'm newbie duod, so.....forgive me the eccentricities.

1d20+4

1d8+4

the first was for the axeman, or whoever is in o17. This next attack is for the other guy.
If there's two guys at o and p 17, I'll frag the spell centered at p16. If there's two guys at o 17 and p 18, or if all three are there, I'll stick with n17 as the center square as per original.

Apologies if I was too abrupt or seemed like I was chastising. My intention was merely to explain the way area attacks work in 4E since it is the first time it's happening here.

Since it looks like Greataxe guy counts as having moved,can we get clarification on his location? I think it was pointed out somewhere above that SS3 & Greataxe guy moved to the same location. Should we place him in O18 as suggested?

Also, looking ahead to my turn, I have a question. Do hard corners apply to the gate and the cart. In other words, am I prohibited from cutting the corners when moving?


Male Half-Elf Bard/3
Hasren Gunnarrsson wrote:
Aleph wrote:

right on; Quinn's other attack roll; thought one would suffice for one spell, but I'm newbie duod, so.....forgive me the eccentricities.

1d20+4

1d8+4

Apologies if I was too abrupt or seemed like I was chastising. My intention was merely to explain the way area attacks work in 4E since it is the first time it's happening here.

Gaaarrr! And I appear to have failed in that too. Trying to explain how it works again.


In general, with area attacks (blasts or bursts) you roll damage once. Then you roll to-hit vs every viable target in the area. For every target you hit, you apply the results of the one damage roll you made. If the to-hit roll is a crit, crit damage is figured & applied to that target. Specific powers will mention if they work differently.

So, using Quinn's attack as an example, you would roll 1d8+4 for damage, then roll to-hit however many targets are in the burst1 area. Apply the damage from the previously rolled 1d8+4 to whichever targets were hit. Ooh and this is interesting. It's not the burst area that becomes difficult terrain, but the squares adjacent to the target(s). (Which were defined as each creature in the burst.)


m Human Warlock 3 exp 2318 (infernal boon)
Hasren Gunnarrsson wrote:


Apologies if I was too abrupt or seemed like I was chastising. My intention was merely to explain the way area attacks work in 4E since it is the first time it's happening here.

Not at all. Not at all. I'm an absolute beginner; I fully expect to be ate up like a soup sandwich for the nonce...

I think the most of my problem was trying to wrap my head around Quinn's powers.


Aubrey the Demented/Malformed wrote:
OK, Greataxe (GA) and two of the Sword-and-Shields (SS's) move after Marc. The move into the yard and then charge him as he scurries near the front door of Oleg's house. GA is now at O17, and the two SS's are at P17 and O18. But look on the bright side, they don't have flanking - yet.

Corrected.


Hasren Gunnarrsson wrote:
Hasren Gunnarrsson wrote:
Aleph wrote:

right on; Quinn's other attack roll; thought one would suffice for one spell, but I'm newbie duod, so.....forgive me the eccentricities.

1d20+4

1d8+4

Apologies if I was too abrupt or seemed like I was chastising. My intention was merely to explain the way area attacks work in 4E since it is the first time it's happening here.

Gaaarrr! And I appear to have failed in that too. Trying to explain how it works again.


In general, with area attacks (blasts or bursts) you roll damage once. Then you roll to-hit vs every viable target in the area. For every target you hit, you apply the results of the one damage roll you made. If the to-hit roll is a crit, crit damage is figured & applied to that target. Specific powers will mention if they work differently.

So, using Quinn's attack as an example, you would roll 1d8+4 for damage, then roll to-hit however many targets are in the burst1 area. Apply the damage from the previously rolled 1d8+4 to whichever targets were hit. Ooh and this is interesting. It's not the burst area that becomes difficult terrain, but the squares adjacent to the target(s). (Which were defined as each creature in the burst.)

Right, in the interests of brevity we'll gloss over the need for two attack rolls in this instance and say that both are hit. However, the area of difficult terrain is, based on the above (and I checked the spell description - Waggy is quite correct) N-P/16-19. Marc nicely hemmed in. Heh heh.... With friends like Heathy, who needs enemies.

Quinn makes a call of nature, and twisting fronds leap from the earth in the compound, twisting painfully around the legs of two of Marc's assailants. The axeman is already looking weakened after a magicl assault of arcane and primal powers. GA is bloodied, to those that it matters.

Meanwhile, Thom quickly emerges from behind the gate and, noting the vulnerable bowman, strikes hard with his sword. The archer sways aside but the blade still gashes his side.


The bandit leader hangs back, letting his men take the flak. But he spots an easy shot and draws out two arrows, knocks them together and fires at Thomdril. One goes wide but the other hits Thom in the arm - a painful but fortunately not debilitating wound.

No move. 10 damage to Thom.

Heimoth.

Phew, apologies everyone - I really did my best to confuse everybody, including myself. Hopefully the seond half of this round will prove less contentious.


Initiative
Marc 21
Thom 14+
Bow 14
Greataxe 14
S&S 14--

Quinn 13
Leader 12

Heimoth 12
Aleph 7
Haz Gunn 4

Updated for my c*ck-up above.


Male Half-elf Paladin 3

Heimoth circles warily around the sword-wielding brigand before darting in and delivering a crushing blow. "Come pick on someone your own size", he yells at the bandit with the greataxe.

Thought 'd try to knock out a foe right away. Move action: Go from O24 to O21. I take a detour along the house wall to avoid opportunity attacks from the guy in N22. Standard action: Use Paladin's Judgement on said guy in N22. Finally, I use my minor action to mark Greataxe Man with my Divine Challenge power. If he attacks anyone but me, he'll take 5 points of damage.

Attack resolution vs. N22: Attack roll 15+5=AC 20, damage 3d10+3=26. Additionally, this power lets Marc spend a healing surge.

Aleph, then Hasren.


Heimoth's axe bites deep, and the bandit staggers, drenched in crimson. But somhow, blood-slicked hands still clutch weapon and shield. The axeman takes note, bloodshot eyes glaring at his tormentor. So does Marc, his spirits rising as his allies come to his aid.

Sorry, 26 isn't quite enough. However, as hopefully the description makes clear, he is very bloodied. Raggy take note - Heimoth's power allows you to spend a healing surge, which you doubtless need right now. Well-played by the scary-looking Norwegian gentleman.


Sorcerer 4E
Heimoth wrote:

lots of cool stuff,... Additionally, this power lets Marc spend a healing surge.[/ooc]

I'll TAKE that healing surge! And I'll see you one sigh of relief! :) HP is now 13, (1 point above bloodied, but according to my ability description I still get the AC bonus through the encounter, so my AC is still 15)

Heimoth's bold action gives Marc the chance to catch his breath, and he gulps air greedily. The screechingly painful wound in his side retreating to a dull roar and no longer hampering his ability to concentrate on the fight. Although he contemplates that another hit like that and he'll discover whether his father's diatribe's about a 'noble death' are all that they were cracked up to be,...

Question Aubrey,...

Spoiler:
For my next trick! (JK!) I am wondering if diving under the wagon for cover, or at least to try and get out from the middle of these guys. What kind of bonuses/penalties am I looking at for diving under teh wagon and rolling out teh ther side? (I don't really want to get pinned under the thing surrounded by guys with long, pointy things!) :P


Marc (including subsequent edit):

Spoiler:
[/ooc]You are quite a long way from the wagon, and there are people in the way. You could get nastily offed just getting there from AoOs. As Heathy has kindly placed you in the middle of a patch of difficult terrain, you will struggle to make it and can't shift (that's 4e-talk for a 5' step). And you are dazed. You are in a bit of a pickle. That said, I'll let you use that attack roll and damage for your spell chanbelling - axeman is distracted by Heimoth and one of your other assailants is injured already by Quinn's spell. You aren't too badly off after the healing surge and you never know, Hasren might heal you too. Up to you.[/ooc]


m Human Warlock 3 exp 2318 (infernal boon)

sorry; didn't realize the power worked that way. My move forthcoming after some various consideration(s) and consultation(s)....

[edit] I guess I took "target" to mean "ground zero" i.e. the center of the burst.


Male Half-elf Paladin 3

Almost forgot: Greataxe Man also gets a -2 penalty to hit anyone but me while he's marked. Could make a difference if he decides to attack Marc anyway.


Male Human Druid 1

Ok, back. Thanks all. Can someone post the very latest map? Tried to follow on the one I made, but I got a little lost.


m Human Warlock 3 exp 2318 (infernal boon)

move action..Aleph moves to p8, gaining concealment from shadow walking. Queue Queensryche.

minor action..Aleph puts a warlock's curse on the nearest enemy.....the fish/n/chip in p17. he will take an extra 1d6 damage when Aleph does things to him.
your mother sucks cocks in hell, b+!@* boy! the normally creepy but reserved warlock shouts.

attack action...
flames of phlegethos on the guy in p17.

attack con vs. reflex so I add my con to attack and damage; add 1d6 for the cursness to damage.
1d20 + 3 ⇒ (11) + 3 = 14
damage
3d10 + 3 + 1d6 ⇒ (6, 6, 6) + 3 + (4) = 25


m Human Warlock 3 exp 2318 (infernal boon)

sorry; I thought these guys would be more mooky with the h.p.'s.


m Human Warlock 3 exp 2318 (infernal boon)

oh; if surf'n'turf doesn't save, 5 h.p. of damage on his turn.

SITREP:
Aleph's at p8 on the roof.

Heimoth's at o21.

marc is at p18; he's getting worked.

THom is at L15.

Has is at h10; hasn't moved yet.

Quinn's at g24, heading for the ladder at q25. He tried that encounter power; now n-p 16-19 are difficult terrain until Quinn's next turn (oops).

The bandit leader is at f13, laughing at us and shooting arrows.

The bowman's at l16; fighting Thom; hurt.

The axeman's at o17, pretty bloodied.

Two sword'n'boards at p17 (I just immolated; don't know how bad if at all) and at o18, menacing Marc pretty horrorshow.

And, one more sword'n'board, n22, Heimoth just chopped one good; bloodied at least.

It's Heimoth's move. Aubrey's in Engerland, so he's asleep.


Male Human Druid 1
Aleph wrote:

oh; if surf'n'turf doesn't save, 5 h.p. of damage on his turn.

SITREP:
Aleph's at p8 on the roof.

Heimoth's at o21.

marc is at p18; he's getting worked.

THom is at L15.

Has is at h10; hasn't moved yet.

Quinn's at g24, heading for the ladder at q25. He tried that encounter power; now n-p 16-19 are difficult terrain until Quinn's next turn (oops).

The bandit leader is at f13, laughing at us and shooting arrows.

The bowman's at l16; fighting Thom; hurt.

The axeman's at o17, pretty bloodied.

Two sword'n'boards at p17 (I just immolated; don't know how bad if at all) and at o18, menacing Marc pretty horrorshow.

And, one more sword'n'board, n22, Heimoth just chopped one good; bloodied at least.

It's Heimoth's move. Aubrey's in Engerland, so he's asleep.

Thx, will update from this.


m Human Warlock 3 exp 2318 (infernal boon)

Shoot....I'm wrong. It's Hasren's move.
The H's and my lack of eating lunch today threw me off.


Male Half-elf Paladin 3

Did that encounter power Quinn dropped on the guys next to Marc do any damage? I can't help but think that they are all pretty messed up by now.


m Human Warlock 3 exp 2318 (infernal boon)

Yeah....some. The axeman's very bloodied.


Male Human Druid 1

I took Call of the Beast as an at-will power, but I'll be damned if I can see now what value I saw in it back then during creation. Any suggestions?


I hope you guys aren't going to get irritated by me for pointing this stuff out, but with the intent of helping you guys learn the game I'd like to point out the following:

Heimoth: You'll want to read Divine Challenge closer. The mark lasts only if you engage the target before the end of your turn. In the Power's description it spells out that engaging the target is defined as either attacking it or ending your turn adjacent to it. If you fail to engage the target, the mark ends at the end of your turn & you cannot use Divine Challenge next turn.

Divine Challenge Effects:

Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn't include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn.
You can use divine challenge once per turn.

With a grin, Hasren comes out from behind the gate belting out an Ulfen war-song! Lumbering along in his armor, Hasren forms up behind Thom (move action to square L14) and alters the next few lines of his war-song to strengthen Marc's determination & confidence. minor action: cast Majestic Word. Marc spends a healing surge & gets back surge+3 HP. Also, I get to slide Marc 1 square to P19 Finally, he turns towards the bandit leader and alters his song to make mockery of the leader's manhood. (Standard Action: cast Stirring Shout at the bandit leader in square F13.)
To-Hit: 1d20 + 3 ⇒ (18) + 3 = 21 vs Will
Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5 psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target (Bandit Leader), that ally regains 3HP. This happens even if my to-hit roll misses! Bandit leader is now a healing pinata!

Under his breath, Hasren will suggest that the leader be Thom's next priority, we don't want him getting away!

End of Round! I'll post my updated map when I get home!


Male Half-elf Paladin 3
Wagyu wrote:

Heimoth: You'll want to read Divine Challenge closer. The mark lasts only if you engage the target before the end of your turn. In the Power's description it spells out that engaging the target is defined as either attacking it or ending your turn adjacent to it. If you fail to engage the target, the mark ends at the end of your turn & you cannot use Divine Challenge next turn.

We can qibble about this, but the way I read it, I can mark a target at the end of my turn and then engage it on my next. And that was what I was planning to do until the stupid swordsman refused to lay down and die. BTW, what happens if I push a foe into a square occupied by another foe? Do they fall down?


m Human Warlock 3 exp 2318 (infernal boon)
Wagyu wrote:

I hope you guys aren't going to get irritated by me for pointing this stuff out, but with the intent of helping you guys learn the game I'd like to point out the following:

No way, dude. We gotta learn this stuff somehow's.


Male Half-Elf Bard/3

Map - End of Round 1

I've shaded the PC's in Green, and bloodied characters in Red. The area marked in yellow is difficult terrain until the end of Quinn's next turn. Reading the Twisting Vines description, I think I made a mistake & O17 & O18 should be clear terrain.(But I'm too lazy to change it now that I've posted it.)

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