Baldwin the Merciful's - CoT Campaign (Inactive)

Game Master baldwin the merciful

This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.


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Evil GM

The size of the transport is 7 feet square, 5 feet high, riding roughly 2 feet off the ground. The hitch being used permits both horse to share a single 10 foot space. That was what the perception checks were for, along with more detailed description of the carriage.

The lead horseman is somewhat started at Duncan's sudden stumbling out. He lifts his sword yelling, "vacate the road ye bandit."

The two horseman to following will bandish their weapons and shields.

Shinon's arrow clinks off the coach, the Hellknight riding on the top yells a warning, "Bandits" attempts to ascertain where the arrow came from. Perception: 1d20 + 3 ⇒ (13) + 3 = 16 While the man sitting on the rear pulls is loaded crosbow.

Everyone but Kenji has acted in this surprise round. Let's hold off till he posts, which he mentined should be soon. After that I will roll out initiative.

Andrea:
Your perception check doesn't really distinguish who is the leader. Unlike the local authorities, the dottari, you are not familar with this more secretive group.

John:
Put Kenji on the East side of the river, South of the road in the trees with Rizzardo.


Evil GM

End of the surprise round recap:

Duncan double moved south from the trees and is on the road yelling at the horsemen. Cast Bless earlier then Activated Judgment.

John doned his shield and followed the dwarf.

Andrea cast guidance on Shinon.

Shinon held until Andrea cast guidance, then fired an arrow at the guard with the balista.

Kenji held action.

Janiven: 1d20 + 3 ⇒ (2) + 3 = 5

Horseman1: 1d20 + 2 ⇒ (20) + 2 = 22
Horseman2: 1d20 + 2 ⇒ (10) + 2 = 12
Horseman3: 1d20 + 2 ⇒ (13) + 2 = 15
Horseman4: 1d20 + 2 ⇒ (18) + 2 = 20
Horseman5: 1d20 + 2 ⇒ (19) + 2 = 21

Guard1: 1d20 + 1 ⇒ (20) + 1 = 21
Guard2: 1d20 + 1 ⇒ (10) + 1 = 11
Guard3: 1d20 + 1 ⇒ (9) + 1 = 10
Guard4: 1d20 + 1 ⇒ (17) + 1 = 18
Guard5: 1d20 + 1 ⇒ (17) + 1 = 18

balista: 1d20 + 3 ⇒ (5) + 3 = 8

Shanwen: 1d20 - 1 ⇒ (7) - 1 = 6

Initative order:

Duncan
Shinon
H2 (H=horse)
G2 (G=Guard)
John
Balsista
H5
G1
G5
H4
Kenji
H3
G3
G4
Andrea
H1
Janiven
Shanwen


Evil GM

Rd 1 Begins:Initative order:

Duncan
Shinon
H2 (H=horse)
G2 (G=Guard)
John
Balsista
H5
G1
G5
H4
Kenji
H3
G3
G4
Andrea
H1
Janiven
Shanwen


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

MapTell me if anything is wrong


Evil GM
John Deos wrote:
MapTell me if anything is wrong

That is pretty darn good. The carriage's horses should be side by side but it works the way you have them. If you did move them the carriage could be moved up 10 feet. Seriously, it doesn't really matter in this gaming context.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Don't spose we could retcon the bow.shot? The plan was to wait till they were ON the bridge. Duncan would not have walked out till they were.


Evil GM
Duncan Redhammer wrote:
Don't spose we could retcon the bow.shot? The plan was to wait till they were ON the bridge. Duncan would not have walked out till they were.

Smiles we could but the shot was done when in range. Lets see how this plays out.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

If we TPK Andrea's mom is going to kick the butt of the Resistance!


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan, seeing the trap sprun early tries a different tack. Unlike the others he was not wearing a helm or a mask. The caravan, being attacked as it was from the rear by masked bandits so hopefully the unmasked dwarf who hadn't pulled weapon would seem an ally.

He looks at the driver.Bluff1d20 + 2 ⇒ (18) + 2 = 20
Run ye durned fools. Two score comin from yer back ta stop ye. Fight em from THIS side an ye can nullify thier number


NPC

The driver's sense motive: sense Motive: 1d20 + 0 ⇒ (2) + 0 = 2

"Nck Nck, Gitti up, yah, as the driver flicks his wrists to move the horses forward. The heavy wagon lurks forward. The others on the wagon look a bit confused as to the wagon's movement forward.

Duncan, are you doing anything else or holding for now? Dang nice roll you made and the dice god was agaisnt me.


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Shinon aims for the ballista operator's head again. He lets another arrow go.


I don't have guidance at the moment, so no +1 from that.

1d20 + 4 ⇒ (5) + 4 = 9
1d8 + 3 ⇒ (6) + 3 = 9


NPC

Shinon can take his action when he signs in and I will fit it in the order.

The rider to the Northside of the road (H2 - AB109) yells, "HALT THE BLASTED WAGON DIMMIT! HARPER RIDE OUT THERE AND SEE WHAT THAT STUNTED GROWTHED VERMIN WANTS, CUT 'EM DOWN IF YOU HAVE TO...YOU ARE ON THE RACKS BUSINESS." Surveying the situation and landscape he directs both gaurds off each side of the prison carriage. "Two by two, and on yer feet he directs." Holding the rest of his aciton.

perception: 1d20 + 3 ⇒ (19) + 3 = 22

Trees to the North bandits!

Guard (G2) jumps off the northside running board and unsheaths his longsword. He dashes to hex Z105, holding the remainder of his action.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

John will move to (AC,-128), then says to Duncan"I don't think this is going to end well"


NPC

The Balista operator on the wagon, points towards Shinon and lets it fire in the rain. Bolt at Shinon: 1d20 - 4 ⇒ (13) - 4 = 92d8 ⇒ (5, 4) = 9

One of the riders H5 (AD-98) in the rear draws his longsword.

A guard (G1 moves to Y105) jumps off the Norht running board pulling out haeavy mace and dashes to Y105.

The guard riding on the top rear facing bench takes position holding his crossbow. Holding action.

Horse rider (H4) draws his pick and holds his location, he starts to bark orders as he remains in AF98.

Its Kenji's action now


Evil GM

Kenji does not have a death wish at this point so he will hold his action and not give away his position.


NPC

The horseman (H3) on the soutside of of the road holds his postion in AF109.

Guards (G3 and G4) jump off he south side of the carriage and move to AJ 105(G3 move0 and AJ 100(G4)

Now it is Andrea's turn


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Andrea casts guidance(+1 hit) on Shinon again, a grim look on her face.


NPC

The lead horseman (H1 -"Harper") rides forward to AC123, his long sowrd is out.

Ride Check DC5: 1d20 + 1 ⇒ (20) + 1 = 21

"Git off the road ye mudder's spawn from a goblin's seed."


Human, NPC

Can't believe someone fired early...itchy fingers was suppose to be on the bridge, divide the group that was the key. Standing up from her cover she take a 15 foot movement directly east and fires her bow at the rider on the bridge (H1).

Bow shot at H1: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 111d8 ⇒ 7(minus 4 for weather)- missing wide on the stone bridge.

Hopefully the goons will ride out in a charge at least a few of them.


NPC

The driver on the wagon starts to go forward, turning to the left towards the rest area south of the road. The wagon makes a wide turn to his left (south) ending with its lead horse in AI113.

top of round 2 unless, Duncan, John or Kenji wants to complete their round.


Evil GM

Round 1 Recap:

Duncan - Diplo with the driver to get him convinced bandits in rear.
Shinon - Shot arrow and missed balista guard
H2 (H=horse) - spot Shinon in trees, directed troop movement.
G2 (G=Guard) - jumped off north side running board and moved to hex Z105
John - moved up near Duncan to hex AC128
Balsista - shot at Shinon and missed.
H5 - Held
G1 - moved to Y105
G5 - held
H4 - drew pick, gave commands and held action in AF98
Kenji - Held action (no death wish at this point)
H3 - held action moved to AF109
G3 - held moved to AJ105
G4 - held moved to AJ100
Andrea - cst guidance on Shinon
H1 - moved up on bridge to AC 123. Janiven's arrow missed him
Janiven -moved 15 feet east and shot at HI, missed
Shanwen - moved the cart to AI113, beginning to turn into the south rest area.

Rd2 Begins: Initiative

Duncan
Shinon
H2 (H=horse)
G2 (G=Guard)
John
Balsista
H5
G1
G5
H4
Kenji
H3
G3
G4
Andrea
H1
Janiven
Shanwen


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan seeing the plan quickly going south, shifts his judgement to improve his attack and whispers to john, Let's hope that fool elf shoots a horse, he's screwed the plan

Duncan moves forward to close with the hellknight and draws his Bastard Sword.
[bigger]Who're ye callin a Stunted Growthead. I'm telling ye, 2 score o banditsBluff1d20 + 2 ⇒ (1) + 2 = 3

Duncan readies an action to Attack the first Armiger to close with him- 2 handed, blessed, judgement attack. Destructive Smite1d20 + 3 + 1 + 1 ⇒ (15) + 3 + 1 + 1 = 20
Damage1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Map rd2

John will move to the horse rider on the bridge and will attack him with the MW longsword.

Attack with Power attack:1d20 + 6 ⇒ (10) + 6 = 16
Damage:1d8 + 6 ⇒ (2) + 6 = 8


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

Shinon frowns and adjusts his bow. "Damn...I can't pierce that guy's armor through this heavy rain. Alright, time to switch tactics..."

Shinon redirects his attention to the horses, thinking that at least from this distance he has a chance to completely negate the caravan's chance of escape. He aims and fires a single shot at one of the horses.

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Evil GM

As Duncan readies his action, John darts forward and slashes at the rider's horse taking the beast down maing the rider fall onto the bridge. fall acro to avoid fall damage: 1d20 + 2 ⇒ (10) + 2 = 121d6 ⇒ 6 The rider avoids the fall damage only to look up at death's eye. Duncan's plants his bastard sword into the man's clavicle.

Shinon shot misses the rider's horse (H2).


Evil GM

As the rider of H2 and G2 both focus on Shinon's locaton. "To the trees, rebels in the trees North side of the road." The rider (H2) moves his horse to near Shinon, (X121). Ride check DC5: 1d20 + 1 ⇒ (1) + 1 = 2 and he falls off his horse in the sloppy mud and panic of battle. Acro to avoid fall damage: 1d20 + 2 ⇒ (3) + 2 = 51d6 ⇒ 1 taking damage as he is thrown prone.

The foot soldier double moves near the nears where Shinon is located (Y105 to X117)

The man working the balista spend his time reloading.

One of the trailing riders moves his horse up to just inside the rest area. (AH108) and he Dismounts Dismount: 1d20 + 1 ⇒ (5) + 1 = 6 falling as he does this. Acro to avoid fall damage: 1d20 + 2 ⇒ (1) + 2 = 31d6 ⇒ 3. Falling to his rear.

A second gaurd double moves ner Shinon and Andrea. Move to X116

The guard to the south of the road hold their action as does the last horserider trailing the action.

It is Kenji's Action.


Evil GM

Here is a current Mid-Round Recap - Rd 2

Duncan - teamed up with John and killed H1 on bridge
Shinon - missed shooting at H2's horse
H2 (H=horse) -moved to hex X121 thrown off horse and is prone
G2 (G=Guard) - dbl moved to X117, near trees and Shinon
John -killed H1's horse on bridge
Balsista - reloading this round
H5 -Moved to AH108 and was thrown off horse he is prone
G1 - double moved to hex X116, near trees and Shinon
G5 - Held action
H4 - held Action
Kenji
H3
G3
G4
Andrea
H1
Janiven
Shanwen


Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2

(Next round's actions)

Shinon notices the men heading towards him. Gritting his teeth, he fires his bow at one of them, attempting to take him down quickly.

[ooc]Attacking the guard at X116.

1d20 + 4 ⇒ (12) + 4 = 16 (+1 if Andrea casts guidance on her turn)
1d8 + 3 ⇒ (8) + 3 = 11


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Seeing the prone soldier before her, Moves out and slashes at him with her sickle

(move to w-121 and attack prone soldier at x-121)

1d20 + 1 ⇒ (18) + 1 = 191d6 ⇒ 1


Evil GM

The DM will play Kenji moving him closer to the carriage. Kenji double moves and gets to hex AJ113, next to the carriage.


NPC

Hellknight on horseback (H3 @AF109) moves to the bride and gets off to the Ease of the bridge (Hex AF119) ride check DC5: 1d20 + 1 ⇒ (19) + 1 = 20, the then dismounts. Standing facing towards the dwarf and armored man who sliced down is comrade in arms. "Bah come and get me! To arms!"

The guards (G3 and G4) located in AJ105 and AJ100 each moves towards the carraige to defend against Kenji. Each Double moves to AO 113 and AO 111, the horse is separating the two guards now.

Andrea hits the prone Armiger (X121) with her sicle caueing him minimal damage.


Human, NPC

Janiven runs up to the bridge to hex AE126.

Ricarido, NPC, double moves behind Kenji pulling his sword.(place him in AI114), staying away from the ballista being reloaded.

The driver of the carriage is terrified, he drops the reins and speaks a few words directed towards kenji. Kenji needs to make a will save.

Kenji Will Save DC13: 1d20 + 6 ⇒ (1) + 6 = 7 - DROP! as Kenji belly flops prone to the ground obeying the command.


Evil GM

RD2 Recap-

Here is a current Mid-Round Recap - Rd 2

Duncan - teamed up with John and killed H1 on bridge
Shinon - missed shooting at H2's horse
H2 (H=horse) -moved to hex X121 thrown off horse and is prone
G2 (G=Guard) - dbl moved to X117, near trees and Shinon
John -killed H1's horse on bridge
Balsista - reloading this round
H5 -Moved to AH108 and was thrown off horse he is prone
G1 - double moved to hex X116, near trees and Shinon
G5 - Held action
H4 - held Action
Kenji -Double moves near carriage hex AJ115. Then hit with a command to drop that he obeys.
H3 - moved to bridege and dismunted i hex AF119
G3 - double moved to AO113, by horses for carriage
G4 -double moved to by carriage horses. hex AO11
Andrea - hit the prone arminger in hex X121
H1 - dead
Janiven - ran to bridge hex AE126
Ricarri -Dbl moved near kenji drawing sword. In hex AI114
Shanwen - cast spell on Kenji, Kenji dropped to ground.


Evil GM

RD 3 Begins:

Duncan
Shinon
H2 (H=horse)
G2 (G=Guard)
John
Balsista
H5
G1
G5
H4
Kenji
H3
G3
G4
Andrea
H1 - dead
Janiven
Ricarri, NPC
Shanwen


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan looks at the knight who dares him. He shifts his judgement to damage.
To yer grave!

Charge Attack+2 to hit, -2AC1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20
2 handed Judgement, Destructive Smite1d10 + 4 + 1 + 1 ⇒ (9) + 4 + 1 + 1 = 15

If duncan can't reach with a charge. He'll move and cast divine favor


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Rd3 Map
Blues circles are prone, red X's are dead.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
HellKnight Armigers wrote:

Hellknight on horseback (H3 @AF109) moves to the bride

Is someone getting married? ;)


Evil GM
Duncan Redhammer wrote:

Duncan looks at the knight who dares him. He shifts his judgement to damage.

To yer grave!

Charge Attack+2 to hit, -2AC1d20+4+1+2
2 handed Judgement, Destructive Smite1d10+4+1+1

If duncan can't reach with a charge. He'll move and cast divine favor

Duncan you can get there but you need to succeed on a DC 11 Acrobatics(balance) check to get over the bulk of the deceased armored man in front of you.

If you make the check the Armiger is down by your blow.


Male Human(Minkakian) Martial Artist lvl 2 (Int +4) (AC17)

Okay I am concious again and am feeling a bit better. Okay so I am prone....Alright then.

Wondering why I suddenly dropped to the ground I do a quick flip and am back on my feet. I follow it up with a swift kick but due to my disorientation I miss. I ready for the next Round.
Acrobatics to Stand without provoking. My score vs CMD1d20 + 8 ⇒ (13) + 8 = 21

Attack1d20 + 4 ⇒ (6) + 4 = 10 For:1d6 + 2 ⇒ (1) + 2 = 3


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Acrobatics1d20 + 3 ⇒ (14) + 3 = 17


Evil GM

Shinon's stroke hits the guard with a solid blow, smashing the chest plate but incredibly he is still standing.
Hex X116, Andrea did not cast Guidance last round


Evil GM
Duncan Redhammer wrote:
Acrobatics1d20+3

After the fleet of foot dwarf dances over his recent kill he bears down on his next hellknight, who dared taunting him, slicing him down with his mighty bastard sword.

Meanwhile, Kenji can not understand why he belly flopped and can't find the WILL to stand up when battle is approaching. He continues to flop around like a fish out on a dock. If you have spellcraft you can make a roll. You will be able to get up on your next turn.


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

"Go help out at the carriage, I'll go help the others." John will double move to (y,-119).


NPC

The prone guard near Andrea tries to stand up. Andrea you get an AoA. Using his long sword he swings at the cleric."Die ye jelly boned thumb suckin' crud bucket." Sword: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (1) + 2 = 3. His sword clinking off her armor but not penetrating.

Another guard makes a five foot step (G2 from X117 to Y116) and swing his sword at Shinon. Sword: 1d20 + 3 ⇒ (2) + 3 = 51d8 + 1 ⇒ (5) + 1 = 6 missing as Shinon parries effectively.

Action to John


NPC

The ballista operator swivels his weapon towards Shinon and fires. 1d20 - 6 ⇒ (1) - 6 = -52d8 ⇒ (1, 2) = 3 as the rain picks up even more. The bolt fires off wildly.

The Horseman on the ground (Hex 108) gets up looking for a targe to go after and moves to carriage. (Hex AG112 behind carriage)

The guard in combat with Shinon uses his heavy mace and tries to pummel his adversary's skull. Heavy Mace: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 2 ⇒ (1) + 2 = 3 Connecting with a crushing blow.

The Guard sitting on the rear facing seat uses his cross bow and fires at Duncan. Lt Cross: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 141d6 ⇒ 3 missing the dwarf narrowly.

The horseman who has been in the back rides forward HALT! TROOPS RETREAT, RETREAT!"(to AD109)

Action to Kenji, you can get up now and nobody is swinging at you. I take it this is your move action? Are you doing anything else?


Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12

Shinon never entered combat with anyone, he used his bow on his last action.


Evil GM
Shinon wrote:

(Next round's actions)

Shinon notices the men heading towards him. Gritting his teeth, he fires his bow at one of them, attempting to take him down quickly.

Attacking the guard at X116.

1d20+4 (+1 if Andrea casts guidance on her turn)
1d8+3

[ooc]John: I see that now, I thought he stepped up to engage with sword. Regardless, the guards X116 and X117 would move to engage Shinon. I thought I read Shinon was engaging with his sword.I didn't take off for Shinon's -4 shooting in rain or shooting through the trees (concealment) he still hit one of the guards.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Jelly boned? How rude! Andrea slashes at the guard as he tries to stand[/b]
AoO: 1d20 + 1 ⇒ (3) + 1 = 41d6 ⇒ 1

When her turn rolls around, Andrea reaches out to the formerly prone guard who attempted to strike her, blood trickling from her fingertips. BLEED!

Touch attack. Bleeding touch. 1d6 damage. 1 use out of six used.

Bleeding touch: 1d20 + 1 ⇒ (9) + 1 = 101d6 ⇒ 1

Unfortunately, the wind and rain make her mask fall over her eyes and she only hits the air.


NPC

The Horseman by the bridge is dead (H3) from Duncan's swing.

The two guards near the horse carriage would begin to backtrack and attempt to retreat in an orderly fashion. They would double move 60 Feet to the East. (This was AO111 and AO113 which can be moved to AO97 and AP101).

it is Andrea's turn, and below is the remainder of the round actions.

I'm going to my game. However, the cleric driver of the carriage would jump down on the east side of the coach and run to the east given an opportunity. If chased he would throw the key ring to the coach on the ground. He goes last in the round too.
janiven and the NPC would not chase and would accept the retreat.


Evil GM

End of Rd 3 Recap:

RD 3 Begins:

Duncan -Smites and puts down, not dead, but in negative numbers the Hellknight at the end of the bridge (H3 who was in AF1190

Shinon - used bos, not sword, and hit guard approaching (G1 in X116)

H2 (H=horse) -missed Andrea with sword and Andrea misssed her touch bleed attach.

G2 (G=Guard) - moved up near Shinon and swung but missed. (moved to V118)

John - Dbl moved to Y119

Balsista - missed shooting at Shinon.

H5 - moved to AG112 to defend carriage.

G1 - moved to shinon, W118, and hit Shinon wiht heavy mace for 3 pts damage.

G5 - sitting on rear seatof carriage top shot crossbow at Duncan, missed.

H4 - Moved up to AD109 and called for Retreat.

Kenji - Got up following the previous rounds Command.

H3 - Dead by Duncan

G3 - retreating to AP101

G4- Retreated to AO97

Andrea - missed her bleeding touch attack on H2

H1 - dead

Janiven- runs to end of bridge AD120

Ricarri, NPC - holds

Shanwen - jumps down from carriage and runs AK102

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