DM JD's Kingmaker- Stolen Lands! (Inactive)

Game Master Jack Daniels


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Olo Dudley wrote:
"Should be easy enough to surprise them if they stroll in so pompously." Olo replies, with a mouth full of stew dripping from his chin. He's clearly happy to be eating a home cooked meal, no matter how simple it may be. "We may want to get that door shut behind them though. Think I should hide and bar them in from the outside? Someone on the terraces can drop me a rope and I'll scurry on up. Could also summon a creature or two from the other side of the walls... Would have to be sure the whole lot of them comes inside though. Have you noticed if any keep watch outside, Master Oleg?"

Oleg thinks for a second, "No, none stay outside. Happs waits on his horse near the entrance, while his men dismount, grab the furs, and then they all leave together. And yes, they all have bows and swords."


Male Human

Damrak grimaces slightly: having survived his first real swordfight, he's not keen on repeating the experience quite so soon, and was hoping to persuade everyone to take the shooting option. He does acknowledge however that Den is correct: the walls provide no cover from the inside against return fire.

"What do we want to do, then? If we split up and have some shooting from the wall and some down here, we risk being outnumbered on the ground - all they have to do is engage in close combat and they can't be shot at without endangering our own side. Can I suggest that we have at most 2 on the wall? With 4 of us down here, there's less risk of being overwhelmed by the 6 or 7 of them." With these words, Damrak is aware that he is likely condemning himself to the melee group: both Den (certainly) and Olo (probably) are better shots than he is.

He sighs at this thought, but he's loyal to his companions and will go where he is best placed: "I admit that I'm not experienced at this - I'll happily defer to your expertise. Where do you need me to be?"


Hope you all had a good weekend.

The rest of the day passes slowly, as the party puts its ambush plans into action, doing reconnaissance on the Trading Post, burying the 3 bandit corpses, planting traps, and discussing strategy. Lana prepares a decent dinner and then goes to the bedroom with Oleg. He says, "I know you want me barricaded inside my home, but if the bandits call me outside, I will have to go. It will appear unusual if I do not go out and they may smell a trap. I trust you warriors will give them the hell they receive. Of course, as soon as battle starts, I will rush back inside."

The next morning, as one hour after sunrise approaches quickly, Den sees in the distance six men approaching on horseback. I figured the bandits could not time their approach with one hour before sunrise. It also cuts out vision penalties for either side.

Check map and see if accurate. Olo and Grim are on ground level hidden behind hay stacks covering one square. Oleg warned you any more than that may look suspicious. The green crosses are traps. Confirm they are in the right squares. Once everybody is good with map, we can start.

Ambush Map


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Anibeth is good.


Male Human

Bring 'em on

Damrak will use the sound of the gate opening to cast protection from chaos: it lasts a minute, so even if it takes a few seconds before the ambush is sprung it should last for the duration of the combat.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Athenasius will be in the stables at M8.

Spells:

0th: Message, Dancing Lights, Acid Splash, Drench
1st: Identify, Grease, Color Spray


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

Olo is all good at his location and ready to rumble.


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Grimath steels himself as the bandits approach. Angradd guide my hammer that it might deliver the justice this lot deserves.

With his Axe and Shield at the ready, he stays crouched behind the straw, waiting for the bandits to walk in to the trap.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial quites Acio as they both crouch under a tarp looking like pieces of the broken siege engine. He has to resist taking a look at the approaching bandits and tells himself he will hear them clearly enough as they enter the fort.


Soon enough the clacking of multiple hooves draws near. You then hear a knock, followed by a yell, "Yoohoo, Oleg! Wakey, wakey, it's tax time!!!" Laughter from multiple male voices ensues. Then several men dismount and push open the gate. Grim and Olo stick to their cover, as two mounted riders pass them by, unaware of them. One of them, a leader by the sounds of it, yells loudly, "Oleg, get your butt out here now! My men and I are here for our monthly tribute, ya old oaf! Tell yer perty wife to make my men some breakfast! We're hungry!"

A door opens and you hear Oleg's voice speak up, "Yes, yes, sir, Mr. Happs. I'll get Lana right on that. The goods are ready for you sir. They're in the storeroom." Happs responds, "Good, Oleg, good. Such an early riser. I like that. Glad to hear you know your place and exhibit proper respect. Davis, Jerold, Milhaus, Manny, get off yer asses and pack the goods on the horses! Now!"

Pic of Happs

The bandits hurriedly dismount, "Yes, sir, Mr. Happs."

As the bandits walk to the storeroom, Happs suddenly yells out, "Hey Oleg, ya seen Rufus and a couple of his boys? They been missin' from the camp. They didn't visit ya and yer missus?"

Doing his best to stay calm, Oleg replies, "No sir, Mr. Happs. I reckon he might be drunk somewhere."

The bandits laugh, as they joke around and push each other, as they make their way to the storeroom.

Current Map
One error with map: Oleg is outside front door instead of inside. Happs and a bandit rider are near entrance mounted. Bandits' four horses are outside. Four bandits are making their way to storeroom. Any actions? I assume Lamrak and the people in the stable are looking out a slit in the doorway. Nobody has noticed them. Same for Grim and Olo. Den occasionally looks up from his perch but he is also safe. Should I just move the scene to when bandits enter storeroom?


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Den tenses but does not otherwise move. He waits to hear either the sound of a trap sprung or discovery.


Male Human
Kingmaker_DM wrote:
Happs responds, "Good, Oleg, good. Such an early riser. I like that."

Damrak swears furiously under his breath: bad enough that he had to get up this early (although getting coffee with warm milk was a welcome breakfast), but now these bastards are gloating about it?!

He narrows his eyes. They will be sorry. They will all be very sorry.


The bandits continue laughing as they move to the storeroom. "Yeah, heat up some breakfast for us wench! We mighty hungry!" The two unsuspecting bandits move into the storeroom (I will assume party spread some hay on the floor to mask the bear traps rather than leave them out in the open even though it was not stated).

GM attack rolls:

Bear Trap #1: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Bear Trap #2: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5

As the first two bandits walk in with smiles on their faces to grab the goods, the steel jaws of the bear traps go off! You all hear a sustained scream, as the trap rips off the leg off one of the bandits, killing him instantly, while the other bandit screams in pain, his leg restrained by the trap!

The other two bandits behind them stare in shock and they start screaming for help. Happs and the bandit rider look up in shock, "What the...OLEGGGGGG!!!! Think "KHAAAAAN!"

Oleg, aware of what was going to happen, bolts into his house!

Free surprise round for party if combat ensues or do you continue watching..Remember only move or standard actions. I allow 5' steps in surprise rounds. Let me know.

Updated Map


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

The ranger, moving quietly, moves at half speed from cover to stand in U7.

Stealth: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Aniebth quickly breaks cover, emerging from the stables and moving to keep her back to the wall. Moves to n11


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Grimath grins as he hears the bandits cry out as they stumble into the traps.

Time to close the gates and seal their fate.

If Happs and the other bandit on horseback are far enough in, Grimath will try to close the gates as fast as possible, and bar them.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Athenasius shifts into line of sight of the bandits gathered in front of the storage room and throws his arm out in a swift motion. The air shimmers around him briefly as he declares his command in the powerful, vow rich tongue of Draconic: "מה שזורם במים" PFSRD

Draconic:
"That which flows on water."

Spells:

0th: Message, Dancing Lights, Acid Splash, Drench
1st: Identify, Color Spray

Expanded:
1st: Grease

5' step to N9. Targets Grease on squares L13, L14, M13, and M14. Reflex save DC 15.


Male Human

5 ft. step to M11, fire crossbow at bandit in M13 as standard action, reload crossbow as free action

Crossbow (Dex bonus, Point blank shot): 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16

damage: 1d8 + 1 ⇒ (3) + 1 = 4

Damrak shudders as he hears the snap of the traps and the subsequent screams - one of which is quickly cut off. He is brought back quickly into the present as his companions move around him.

Moving quickly into plain sight of the bandits outside the store-room, he brings up his crossbow with practiced ease and fires at the nearest one. No sooner is the bolt in flight than he deftly draws and loads another bolt, ready to fire again.


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

Olo rolls up his sleeves and mutters a nonsense phrase under his breath as he casts a spell. His fingers outstretched, dancing in direction of the bandits at the gate, or rather, at the ground below their horses feet. "Sorry, horsies..."

Cast Grease on squares T15, T16, U15 & U16. Reflex save DC 14.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Forgot to mention: Athenasius delays until after Damrak's and Anibeth's turns and then casts Grease as indicated.


Surprise Round:
Damrak's bolt finds its mark, embedding itself in the bandit's thigh!
Den, Anibeth, and Grim move (cannot close gate on this action)
Olo's Grease spell
Horse Reflex save 1d20 + 5 ⇒ (15) + 5 = 20
The horse neighs but does not fall!
Athenasius' Grease spell
Bandit #1 Reflex save: 1d20 + 1 ⇒ (19) + 1 = 20
Bandit #2 Reflex save: 1d20 + 1 ⇒ (19) + 1 = 20
Both amazingly keep their footing!

Happs screams out, "Kill them, kill them all!"

Initiative rolls:

Bandits: 1d20 + 5 ⇒ (16) + 5 = 21
Happs: 1d20 + 2 ⇒ (1) + 2 = 3
Anibeth: 1d20 + 6 ⇒ (8) + 6 = 14
Athenasius: 1d20 + 7 ⇒ (7) + 7 = 14
Damrak: 1d20 + 1 ⇒ (11) + 1 = 12
Den: 1d20 + 4 ⇒ (14) + 4 = 18
Grim: 1d20 ⇒ 8
Olo: 1d20 + 6 ⇒ (19) + 6 = 25

Initiative Order:
Olo
Bandits
Rest of party
Happs

Olo is up!


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

I believe my targeted squares should have affected both horses at the gate, no?

Olo grunts in frustration as he pops out from behind the hay bails. Not my lucky day, huh? Better make it one then. He quickly draws his bow and takes aim at the closest bandit on horseback.

Swift Action = Activating Archaeologist's Luck

Shortbow (Point Blank Shot)+Luck Bonus: 1d20 + 6 ⇒ (10) + 6 = 16

Damage+Luck Bonus: 1d4 + 2 ⇒ (3) + 2 = 5

Five foot step to T12, Move action to draw Shortbow, Standard action to shoot.


Missed that, Olo.
Bandit horse: 1d20 + 5 ⇒ (8) + 5 = 13...fails!
Bandit Ride check: 1d20 + 1 ⇒ (14) + 1 = 15...success
Bandit rolls off horse in non-grease square.
Then he gets shot in chest by Olo!

Round 1: Bandits!
Bandit just shot by Olo grabs his short sword from his sheath, takes a 5' step, and tries to cut Olo, but the swing sails high! "Accursed halfling! It's an ambush!"
Sword thrust: 1d20 + 2 ⇒ (7) + 2 = 9...miss!

The bandit shot by Damrak sees he is stuck and dares not move. He fires back at him but he stumbles in the grease and the shot goes wide.
Bow shot: 1d20 + 2 ⇒ (5) + 2 = 7...miss!

The bandit adjacent also dares not risk falling and grabs his bow and shoots Anibeth but missed poorly as well.
Bow shot: 1d20 + 2 ⇒ (5) + 2 = 7...miss!

The fourth bandit, his leg caught in the bear trap, enraged, drags the bear trap with him and comes outside the storeroom and draws his bow.

Updated Combat Map
Everybody except Olo is up in Round 1!


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial moves 20' along the wall to the north and shoots Happs while he is still flat footed.

longbow: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 261d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 This includes both Favored Enemy and Point Blank Shot.


Den, do you mean east or north? East puts you in point blank range. If you head north, no +1 hit, +1 damage.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

I think we mean the same thing. On your map you show north to the right (East). :)


Male Human

Standard action: shoot; swift action: Judgement (destruction, +1 sacred bonus to damage)

Damrak grits his teeth in annoyance at seeing the shot go into the bandit's thigh - that's not where he was aiming. He's a decent shot, he has skill and hours of training; but straw dummies aren't armed, and bulls-eye targets don't shoot back.

He blinks as the bandits return fire. No one told him that combat was so chaotic. He doesn't see where the arrows went, but he's not hit and he doesn't hear anything from Anibeth so he assumes she's ok too. He hastily brings his crossbow to bear again and fires at the bandit he hit before, aiming as best he can at the chest: the way he was taught.

Crossbow (Dex bonus, point blank shot): 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Anibeth continues to move into the center of the compound and calls upon Shelyn's aid. "Blessed Sheyln grant us the courage, power, and grace to stop the ugliness of these bandits and their scourge upon the love of the owners of this homestead."Move to p12, Casting Bless, I beleive all allies should be in the area of effect.

Spells:

Cleric Spells Prepared (CL 1st; concentration +4):
1st—bless, protection from evil, shield [D]
0 (at will)—detect poison, light, mending


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Foresight:
1d20 ⇒ 12

"Well now! The Song of the Spheres is fickle today." Athenasius marvels incredulously at the ineffectiveness of his spell. Stepping out of the barn along with Anibeth and Damrak, he points the business end of his crossbow at the closest bandit and squeezes the trigger. "Better give up now friend!"

Move action to O11. Foresighted Crossbow 12 + 2 + 1 =15
Damage: 1d8 ⇒ 6


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Grimath bolts out from behind the stack and collides with the gate with a audible crash. Using his initial momentum, he digs his feet in to push and begins swinging it closed.

"Justice has finally caught up with ye lot. Ye'll not be leavin' here today alive!" he calls out, confident that the grease will keep the bandits from making it out the door before he's finished closing it.

I'm assuming that closing is a standard action. Will move 5' left after finishing.


Happs clutches his bleeding shoulder and looks at Den up on the wall. "Damn elves! I hate you, I hate you all!" He quickly grasps his longbow and pulls an arrow, the hatred clear in his eyes as he looks up at the elf. He pulls back the string and lets an arrow loose! It flies straight into Den's chest propelling him backwards into the wall, pain running throughout his body. The elf looks down to see blood pouring out the wound. He tries to speak but is unable to before he collapses to the floor and loses consciousness, the bow falling out of his hands.

Attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 1d8 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13

Happs dismounts as a move action on the right-hand side onto the non-grease portion.

Meanwhile, the horse moves forward trying to get out of the grease and falls. Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7

Summary of Round 1:
Olo wounded a bandit
All three bandits missed
Den wounded Happs
Damrak and Athenasius' bolts killed the closest bandit
Anibeth blessed the party
Grim closed the gates
Happs took down Den (-2/11) and dismounted

Updated Combat Map

Olo is up to start Round 2!


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

As Olo looses his arrow he hears another whiz by above his head. He looks up to see that arrow lodged deep into Den's chest as the ranger collapses to the floor.

"DEN! Dammit! Anibeth, get up there!" He shouts. He wants to go himself, but he's well aware a fallen halfling is of no use to anyone. He steps back from the goon at his side, and, feeling lucky, looses another arrow at the bastard.

Swift Action to activate Archaeologist's Luck, Free Action to take Five foot step to T12, Standard Action to attack closest Bandit.

Shortbow(Point Blank Shot)+Luck+Bless: 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Damage + Luck: 1d4 + 2 ⇒ (1) + 2 = 3


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dang! guess who his favored enemy is. :)

Stabilize:

Stabilize: 1d20 + 1 ⇒ (16) + 1 = 17

Likely no one can see but the blood ceases flowing from the ranger's wound.


Round 2: Bandits

Olo's arrow connects again, wounding the bandit severely. The bandit grunts and draws his shortsword, moves to S13 and swings at Olo, cutting him deeply!

Attack: 1d20 + 2 ⇒ (15) + 2 = 17...hit!
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The bandit caught in the bear trap shoots at Damrak but misses completely.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8...miss!

The last bandit shoots at Anibeth, "Die, priestess!" The arrow hits her in the chest.
Attack: 1d20 + 2 ⇒ (18) + 2 = 20...hit!
Damage: 1d8 ⇒ 4

The bandit's horse stands and steadily makes its way out of the greasy squares and moves up.
Check to wade through: 1d20 ⇒ 12

Updated Combat Map

Rest of party is up! If Anibeth channels, please note that Den will benefit from healing but will not act this Round. His initiative was 18 and Anibeth's was 14.


Male Human

Effects in play:

Protection from chaos (+2 AC, 6 rounds remaining)
Judgement (+1 damage, lasts for the combat)


DM: Regarding the map, you've put the damage bar on me - but said that it is Anibeth who is hit. I'm assuming it's the narrative which is correct.

Damrak flinches involuntarily as another arrow sails past him; he then hears a sickening thud as Anibeth is hit and watches helplessly as Den collapses to the floor. This is not allowed. This is not allowed. The young inquisitor has never failed a mission yet: he does not intend to start now. The - controlled - anger courses through him, driving away his nerves and calming him. It is as if he is back on the training ground, all the distractions gone.

He levels his crossbow at the bandit who shot Anibeth, reciting the mantra he used to use when he practiced on the straw dummies, imagining they were real wrongdoers. No need to pretend, now: "Abadar's weapon; Abadar's Law. I bring the Law. I bring - Judgement."

Crossbow (Dex bonus, point blank shot): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

"Athenasius - I can clear up here. Get the leader!"


Sorry about that Damrak. The narrative is correct, bar should be on Anibeth.

Damrak's bolt hits the bandit in the chest and he wobbles, unsure of whether to die or live. Bandit at 0 hps.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Move action to S15 or R16 depending on how you want to rule terrain; Standard action Color Spray (PFSRD) east/south east hitting Happs; DC 15 Will save; Free action to drop prone at end of turn.

"Very well!" Athenasius nods at Damrak and moves around the wagon into line of sight of Happs. Gathering strands of morning light into his palm, Athenasius calls out as he extends his arm towards the bandit: "אור שמש פריזמה!"

Draconic:
"Prismatic sunlight!"

He then slips prone in hopes of avoiding any retaliatory fire from Happs. +4 AC vs. ranged; -4 AC vs. melee.

Spells:

0th: Message, Dancing Lights, Acid Splash, Drench
1st: Identify

Expanded:
1st: Grease, Color Spray


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

You likely hit his horse too, right?


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

Assuming a horse is 10' X 5', my spell only hits half of it. Not sure how the DM wants to rule that.


Athenasius, squares Q15 and R15 are difficult terrain, so the furthest you could move this round is Q15, which leaves Happs out of radius of spell. You can change action.


Male Human Diviner: Foresight 1 HP 9/9, Init+7, Per=2(base)+3(low light/dark)+2(familiar close), AC12/t12/ff10, F+0 R+2 W+3, Foresight: 7/day, Forewarned

New actions: move to Q15 and acid splash the bandit at 0 hp.

Acid Splash touch atk: 1d20 + 2 ⇒ (14) + 2 = 16
Acid Damage: 1d3 ⇒ 2

Spells:

0th: Message, Dancing Lights, Acid Splash, Drench
1st: Identify, Color Spray

Expanded:
1st: Grease


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Satisfied that the bandits are trapped, Grimath turns his attention to Happs. "Now... lets see what yer made of!"

Before closing Grimath lifts his battleaxe up and calls out to Angradd. "Bless this weapon, that it might lead this bandit t'his just end!" He then points the axe at Happs and begins to close.

Cast Divine Favor (+2 luck bonus to hit/dam [due to Fate's favored], 1 min duration), and move to U18.


Female Human Cleric of Shelyn; AC 17 (Touch 12, FF 15), Fort +4, Reflex +3, Will +6 (+7 mind altering); hp 8/9; Init +6, Perception +3; Channel 3/5, Touch of Good 6/6, Deflection 1/1

Den's down. I've got to help. To far to do anything percise, lets get as close as I can and call upon Shelyn... It'll help the bandits too, but its the best I can do.

Moves towards Q11, not sure how much is difficult terrain, etc and channel. I think it avoids Happ, but does benefit one of the regular bandits, Den, and myself

"Blessed Shelyn, help me to heal all those present and hurting"

channel: 1d6 ⇒ 3

Channel and hitpoints updated in profile


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

The ranger stirs on the ground.

This is how characters get killed. If I take another hit like the first one when I am at 1 hit point I die. :) I have had two PFS deaths to date, both happened just like that.


Athenasius' acid splash lands on the bandit's face and kills him.
Grim's move to U19 is the bale of hay so moved him to U19.
Anibeth squeezes behind the wagon and she heals herself, Olo, Den (prone and no weapon), and two bandits.

Round 2: Happs
Seeing Grim approach battleaxe in hand, Happs moves 5' east to T19 and draws his longsword, still gripping the bow in his other hand. "Too bad, you're not an elf!", he spits out. His blade cuts Grim across his belly. Happs looks shocked that the dwarf did not fall and he looks worried at how tough Grim looks.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Summary of Round 2:
Olo wounded his bandit
Bandit wounded Olo
Bandit wounded Anibeth
Bandit missed
Den rested
Grim cast spell and moved into melee with Happs
Damrak severely wounded bandit
Athenasius moved and finished off bandit
Anibeth channeled
Happs wounded Grim

Hit point summary:
Den: 1/11
Anibeth: 8/9
Grim: 9/14
Olo: 8/10
Bandit in bear trap: taken 2 damage
Bandit fighting Olo: taken 5 damage
Happs: taken 11 damage

Updated Combat Map

Olo is up to start Round 3!


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

Nearly as quickly as Olo feels the heat of his enemy's blade, a cool sensation washes over him... something he has never felt before... something divine. The bleeding slows as his wound begin to heal. So this is the grace of Shelyn....

He remembers the trap set a few paces behind him. With a deep breath, he musters another bit luck. He tumbles backward away from his enemy, and quickly nocks another arrow. With a steady exhale, he shoots.

Swift Action to activate Archaeologist's Luck, Move Action to S9

To Avoid Attack of Opportunity:
Acrobatics + Luck: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

Standard Action to Attack

Shortbow(Point Blank Shot)+Luck+Bless: 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
Damage + Luck: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Olo, when you tumble you move at 1/2 speed unless you want to increase DC by 10 to go at full speed. 10 feet back puts you in T9. Acceptable?


Male Halfling Bard (Archaeologist) 2 | 15/15 HP | +3 Init, +8 Percpt | AC 17, Touch 14, FF 14 | +1 Fort, +6 Ref, +4 Will | Spells: LVL 1: 3/3 | Archaeologist’s Luck: 7/7 Rounds/Day

Sorry, forgot about 1/2 speed. I'll go ahead and move to T9. Thank you! :)


Sorry, Olo, I meant T10.

Olo deftly moves before the bandit can try and attack him, but worried that he might set off the trap, his arrow flies wide of the mark.

Round 3: Bandits

The bandit attacking Olo moves to S9 and attacks but he misses the short agile halfling.
Attack: 1d20 + 2 ⇒ (8) + 2 = 10...miss!

The bandit in the bear trap shoots Damrak but misses poorly as well. He decides not to put more pressure on his wound so he does not move.
Attack: 1d20 + 2 ⇒ (5) + 2 = 7...miss!

Rest of party is up!


Male Dwarf Warpriest 1; 5/14 HP; +0 Init, +2 Percpt; AC 17; +5 Fort, +0 Ref, +4 Will (All +2 vs Spells/SLAs/Poison); blessings 2/3

Grimath is surprised that Happs was able to land a blow on him right away, and swings wide as he retaliates.

"Ye'll not take down a member of Clan Hammerswrath so easily!"

Attack (Hit/Dam): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 81d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

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